[20:31] <+FraserRonald> I’m Fraser Ronald, a game designer.
[20:31] <+FraserRonald> I’ve designed the games Sword Noir, Kiss My Axe, Centurion, Nefertiti Overdrive, and Starship Commandos
[20:31] <+FraserRonald> My company is Sword’s Edge Publishing
[20:31] <+FraserRonald> Dan, are links okay?
[20:31] <~Dan> Absolutely!
[20:32] <+FraserRonald> I also write short fiction and have a few stories published in places like Black Gate, Fantastic Stories, and On Spec.
[20:32] <+FraserRonald> You can find SEP at (Link: http://swordsedgepublishing.ca/)http://swordsedgepublishing.ca/
[20:32] <+FraserRonald> Right now I’m Kickstarting an update to Sword’s Edge, the system that runs Sword Noir and Kiss My Axe.
[20:33] <+FraserRonald> Sword’s Edge is a generic RPG and both on the SEP website and on the Kickstarter, I’ve provided examples for its use with a bunch of genres
[20:33] <+FraserRonald> You can find the Kickstarter here (Link: https://www.kickstarter.com/projects/1153118353/swords-edge-the-tabletop-role-playing-game)https://www.kickstarter.com/projects/1153118353/swords-edge-the-tabletop-role-playing-game
[20:34] <+FraserRonald> You can find one of my stories for free online – “When She Was Five” in Fantastic Stories of the Imagination 234, (Link: http://www.fantasticstoriesoftheimagination.com/when-she-was-five/)http://www.fantasticstoriesoftheimagination.com/when-she-was-five/
[20:34] <+FraserRonald> Happy to discuss whatever. Done!
[20:34] <~Dan> Thanks, FraserRonald! The floor is open to questions!
[20:35] <~Dan> (Howdy, Josh!)
[20:35] <+Josh> Hello
[20:35] <~Dan> So this is a generic system?
[20:36] <+FraserRonald> It is. It uses Qualities which are a few words or short phrases to describe the character within a set series of categories
[20:36] <~Dan> Is there a character sheet that we can see?
[20:36] <+FraserRonald> You can find an example characters from “Lawless Heaven,” my homage to Korean action cinema, on the Kickstarter page
[20:37] <+FraserRonald> And here (Link: http://imgur.com/a/fQtQO)http://imgur.com/a/fQtQO
[20:37] <+FraserRonald> The second one is here (Link: http://imgur.com/a/b0Prt)http://imgur.com/a/b0Prt
[20:37] <+FraserRonald> Done!
[20:38] <~Dan> So let’s see here…
[20:38] <&NM_Alan> What sets your game apart from others?
[20:38] <~Dan> Concept, Background, Faculty, Traits, Elements, and Pivots?
[20:38] <~Dan> (Oh, hey there, NM_Alan!)
[20:38] <~Dan> (Howdy, Canageek!)
[20:38] <&NM_Alan> (surprise! 2 Q&As in a row)
[20:39] <+FraserRonald> NM_Alan using Qualities within set categories allows for ease of character creation while still allowing a high degree of customization
[20:39] <&NM_Alan> can you elaborate on that and give an example?
[20:39] <+FraserRonald> For running the game, the system is light enough to get out of the way and let the GM focus on facilitating the story
[20:40] <+FraserRonald> Challenges can be built quite easy on the fly using a couple of charts and a bit of imagination
[20:40] <+FraserRonald> NM_Alan the two example characters can provide a bit of illustration as to how similar characters can be built quite different
[20:41] <+FraserRonald> These are both action movie staples
[20:41] <+Josh> So all that is needed is the one book? No seperate book for GM?
[20:42] <+FraserRonald> The Streetfighter is very focused on fisticuffs, but his experience is shorthanded with “Done it All” and the idea of getting everything into the fight is in “Anything To Win”
[20:43] <+FraserRonald> The Spy instead has “Precise Shot,” which is kind of the antithesis of “Anything to Win”
[20:43] <+FraserRonald> Pivots are also used to signpost the characters’ goals, quirks, and styles
[20:43] <+FraserRonald> Consider the motivations revealed by “Show Some Respect” as opposed to “National Security.”
[20:43] <+FraserRonald> Josh, yup, it’s all there in one book
[20:44] <+FraserRonald> Because it’s generic, the book also includes some sample genres that have player characters, narrative character and challenges, and sources of inspiration
[20:44] <~Dan> (Welcome to #rpgnet, Guest34!)
[20:44] <+FraserRonald> Done!
[20:45] <~Dan> Can you describe the game’s mechanic?
[20:46] <+FraserRonald> If the player can apply the Qualities for Concept, Background, Faculty, one Trait and one Element linked to that specific Trait, those bonuses are added to 2d10
[20:46] <+FraserRonald> Players roll against a Target Number – GM never rolls
[20:46] <+FraserRonald> First, there is an attempt to gain the Initiative
[20:46] <+FraserRonald> Whichever character has the Initiative is the active character while the other is the passive. Only active characters can change the status quo – passive characters attempt to stop changes
[20:47] <+FraserRonald> Meaning that you need to be active to actually DO anything
[20:47] <+FraserRonald> A character can attempt to seize initiative, but it is very risky
[20:47] <+FraserRonald> The active character then rolls against the Target number to attempt to succeed
[20:47] <+FraserRonald> Depending on the level of threat, a certain number of successes are needed to remove the narrative character from the scene, which is a win
[20:47] <+FraserRonald> done1
[20:48] <+FraserRonald> Oh, one more thing
[20:48] <+FraserRonald> Initiative remains with the active character unless it is “seized”
[20:48] <+Josh> So, if people are shooting at me and i am passive i cant shoot back?
[20:48] <+FraserRonald> So initiative is only Tested once in an encounter UNLESS something significant happens, like another PC or NC entering the scene
[20:48] <+FraserRonald> Done!
[20:49] <~Dan> Hmm… So it sounds like you can generate a pretty big bonus if enough aspects apply.
[20:49] <+FraserRonald> Josh, that’s right. You might be shooting back, but that is narrative – the story of what the character is doing. The character is trying to stay alive, but a passive character has lost control of the fight
[20:50] <+FraserRonald> Until the passive character takes a risk and gets the Initiative – or another PC is freed up and can intervene, significantly changing the scene and allowing new Initiative – the passive character is in big trouble
[20:51] <+FraserRonald> In general, players do as much as they can to get initiative, even if it means they then have a poor bonus for the Action (only Trait can be used in both Initiative and Action, any other Quality can only apply to one)
[20:51] <+FraserRonald> Dan, Yes. When a character is acting within their niche, they are pretty much the best at what they do, and only a major boss can threaten them . . . or a ton of minions! 😉
[20:51] <+FraserRonald> Done!
[20:52] <~Dan> Can you describe how combat works?
[20:52] <+FraserRonald> Dan, the GM sets the scene, the players describe what they are doing
[20:52] <+FraserRonald> Players can act independently or as groups
[20:53] <+FraserRonald> Initiative is rolled against a target number. Only one Trait can be used for free in Initiative. Everything else used in Intiative cannot be used in the Action that follows.
[20:54] <+FraserRonald> The player then describes the narrative of what the PC is trying to do.
[20:54] <+FraserRonald> The player then describes how Qualities from Concept, Background, Faculty, one Trait (the one used in Initiative) and one Element linked to that Trait, apply to that action.
[20:54] <+FraserRonald> The modifiers from the applied Qualities are added to the result of 2d10 – always rolled by the player
[20:55] <+FraserRonald> The result is compared to a Target Number
[20:55] <+Josh> Seems like it has a lot more narritive, less math
[20:55] <+FraserRonald> If an active PC succeeds, the level of success indicates how much Stress is applied to the narrative character
[20:56] <+FraserRonald> If a passive PC succeeds, that PC does NOT receive Stress. If a passive PC fails, the PC receives Stress which lowers the PC’s Traits
[20:56] <+FraserRonald> Once an active character inflicts enough stress to remove the narrative character, it’s a win! Scene ends
[20:57] <+FraserRonald> If one of the PCs Traits is lowered to -8 (ranks are 2, so that’s 4 ranks below Average), the PC is removed from the scene. Loss!
[20:58] <+FraserRonald> Josh, it is generally a VERY narrative game. There is no limit on what the PCs can do as long as it is within the idea of the setting
[20:58] <+FraserRonald> Although the Target Number makes some things VERY difficult
[20:58] <+FraserRonald> A natural 20 – two 10s on the 2d10 – is a Critical Success which means an auto-win, so there is always a chance, no matter how high the TN.
[20:58] <+FraserRonald> Done!
[20:59] <~Dan> What effect do weapons have?
[20:59] <+FraserRonald> None
[20:59] <+FraserRonald> The idea is that the character is awesome, not the equipment
[20:59] <+Josh> Wait, what?
[20:59] <+FraserRonald> And this way, if you want your thief to fight with two daggers and take on the dude with the greatsword, there’s no mechanical penalty for being awesome
[21:00] <+FraserRonald> Josh, there’s no real “equipment” per se.
[21:00] <+FraserRonald> A character can have whatever the player wants
[21:00] <+FraserRonald> Again, as long as it is in keeping with the setting
[21:00] <+FraserRonald> One of the adventures that I am working on is a modern military “special ops” campaign in which equipment will play more of a roll
[21:00] <+FraserRonald> That should be role
[21:01] <~Dan> So… if a peashooter is just as good as a bazooka, why would anyone use a bazooka?
[21:01] <+Josh> So my Samurai is assumed to have a sword, mathwise doesnt matter what type of bonuses?
[21:01] <+FraserRonald> But unless the equipment is represented by a Quality, it has no mechanical effect
[21:01] <+FraserRonald> Dan, because Bazookas are awesome?
[21:02] <+FraserRonald> In general, in fiction, the equipment really doesn’t matter. The hero with a Beretta 92SF is way better than the mooks with their AKMs
[21:02] <+FraserRonald> I know which I would rather be shot with – but in the narrative, it doesn’t matter. Because the hero is cool and the hero wants to have a Beretta
[21:03] <+FraserRonald> Josh, exactly. What matters is how good your samurai is. And if you want your samurai to have the ancient blade “Bloodletter” you create that as an Element – or the Faculty
[21:03] <+FraserRonald> That way it is significant, has a mechanical advantage, and also reminds everyone about the cool sword
[21:03] <+FraserRonald> Glamdring and Sting would be Elements
[21:04] <+FraserRonald> Boromir’s blade wound not
[21:04] <+FraserRonald> Done!
[21:05] <+FraserRonald> Just a note about the example characters mentioned earlier . . .
[21:05] <~Dan> Are the elements without a bonus next to them just +1?
[21:05] <+FraserRonald> They have an Aspect called “Flaw,” which is non-standard
[21:06] <+FraserRonald> Actually ignore that. The pics have Flaw removed
[21:06] <+FraserRonald> But Lawless Heaven will have Flaws because this is super important in Korean action movies
[21:06] <+FraserRonald> Dan, there are Traits without modifiers, and those are 0
[21:07] <~Dan> So what significance do they have/
[21:07] <~Dan> ?
[21:07] <+FraserRonald> Every character has the same three Traits, so they are always listed, but unless a player adds a modifier at creation, they don’t have a bonus
[21:07] <+FraserRonald> Traits are important because if a player creates an Element, it must link to a Trait
[21:07] <~Dan> Oh! So they’re akin to attributes.
[21:08] <+FraserRonald> So if as the character advances, you decide you want your Samurai to know swordmaking, you might add that to Cunning, even though that Trait as no modifier
[21:08] <+FraserRonald> Dan, yup!
[21:08] <~Dan> So Elements are akin to skills?
[21:09] <+FraserRonald> Elements can be skills, equipment, followers, magic . . anything else the player wants the character to have that is not Concept, Background, or Faculty
[21:10] <+FraserRonald> Also, there is a limit to how high Qualities can go (+8), so once you’ve maxed out Concept, Background, and Faculty, you’ll want to spend Advancement on creating new Elements that can provide bonuses
[21:11] <+FraserRonald> Traits only increase in very, very specific circumstances (a Critical Failure in which no other Quality was used)
[21:11] <+FraserRonald> Done!
[21:11] <~Dan> Because you learned from your massive mistake?
[21:12] <+FraserRonald> Dan. exactly. We learn much more from our failures than our successes, so a Critical Failure provides a free Advancement
[21:12] <+FraserRonald> Done!
[21:13] <~Dan> If you have a +8 limit, how do you handle superpowers?
[21:14] <+FraserRonald> Superpowers and magic can be done in a few ways, but the general way is to replicate them using Qualities.
[21:15] <~Dan> So how would you do Super-Strength, for example?
[21:15] <+FraserRonald> The level of the campaign would decide how hard it is to do something, so maybe in one campaign, lifting a car is a Legendary task while in another it’s an average challenge
[21:15] <+FraserRonald> Let’s take Superman as an example
[21:15] <+FraserRonald> Concept: Invulnerable Alien
[21:15] <+FraserRonald> Background: Secret Hero
[21:15] <+FraserRonald> Faculty Strength
[21:16] <+FraserRonald> And max out Physique
[21:17] <+FraserRonald> So for the numbers: at character creation Concept +2, Background +2, Faculty+6, Physique +8
[21:17] <+FraserRonald> When Superman is being Superman, that means he’s got a +18 on a roll.
[21:19] <+FraserRonald> Now the highest possible difficulty has a TN of 51, so he’s not quite the Superman of the comics
[21:19] <~Dan> (Howdy, TQuid!)
[21:19] <+FraserRonald> But he could grow into that. Once the player has maxed out all the Qualities (representing Superman understanding his powers and learning to use them better), he’s got a +32
[21:20] <+FraserRonald> And then with Elements, which could include something like Super Strength, the character could be doing impossible feats of strength pretty regularly
[21:20] <+FraserRonald> Superman is a real outlier, but it could still be done
[21:21] <+FraserRonald> Other superhero adventures with characters like Captain America or Iron Fist would work a lot better
[21:21] <+FraserRonald> Done!
[21:21] <~Dan> Let’s move from Superman to Batman. Can you handle a hero who has a seemingly endless supply of gadgets?
[21:22] <+FraserRonald> Dan, for Batman, I think that would need to be a discussion within the group about the character
[21:22] <+FraserRonald> The Batman of the movies and comics can pretty much do anything and outclasses almost everybody else in the room
[21:23] <+FraserRonald> My concern would be that in such a case, the other players would never really feel like they have the spotlight
[21:23] <+FraserRonald> However, one thing that we could do is have his Faculty as Always Prepared.
[21:23] <+FraserRonald> That could be the abstract representation of both his gadgets and his planning
[21:24] <+FraserRonald> The player could then use Concept, Background,and Elements to represent his combat and investigative prowess
[21:24] <+FraserRonald> But the game is built for groups – and characters like Batman and James Bond don’t work well in groups because they are supposed to be straight up awesome all the time
[21:24] * ~Dan nods
[21:25] <~Dan> (Howdy, Lin_Chong!)
[21:25] <+FraserRonald> So Batman built in Sword’s Edge would have some limitations HOWEVER if everyone is on board, it could be done
[21:25] <+FraserRonald> Especially if you were doing the Trinity, with Superman, Wonder Woman and Batman
[21:25] <~Dan> Well, let’s pull it back a notch and go with Green Arrow and his quiver full of gadget arrows. Can Sword’s Edge handle that?
[21:26] <+FraserRonald> In a game like that, the GM could just allow all the Qualities to start at max and then Advancements would be to create Elements that build on other aspects of the character
[21:27] <+FraserRonald> Dan, I would use the Faculty or Element “Quiver Full of Gadgets,” max that out, and then build his archery skills around that
[21:28] <+FraserRonald> So Concept Word’s Greatest Archer, +4 – Background Martial Training +2 – Faculty Quiver Full of Gadgets +4 Physique +8
[21:28] <+FraserRonald> Or Faculy at +8 and Physique at +4
[21:28] <+FraserRonald> Done!
[21:29] <~Dan> Yeah… The holistic Physique would seem to be problematic in situations like that. Do you use Elements to distinguish between high-dex and high-str characters?
[21:29] <+FraserRonald> Dan, bingo
[21:30] <+FraserRonald> Also for super strength, super speed, that kind of thing
[21:30] * ~Dan nods
[21:31] <~Dan> Can you give an example of how you’d handle magic?
[21:32] <+FraserRonald> Usually with Elements. In one game we have a warlock and she focuses on healing magic
[21:32] <+FraserRonald> She has a Concept of Sorcerer’s Daughter
[21:32] <+FraserRonald> A background of Hedge Wizards
[21:32] <+FraserRonald> A Faculty of Healing
[21:32] <+FraserRonald> She has a high Charisma
[21:33] <+FraserRonald> And an Element of Spirit Guides linked to her Charisma
[21:33] <~Dan> Howdy, kanobe!
[21:33] <+FraserRonald> In the end, what a character does is narrative, so explaining that a certain result is because of magic or because of a sword is part of the game’s fiction
[21:33] <+FraserRonald> So using magic is just building Qualities that explain that and using them in a scene
[21:34] <+FraserRonald> There are different magic systems in Sword Noir and Kiss My Axe, but they are very tied to the settings of those games
[21:34] <+FraserRonald> Done!
[21:34] <~Dan> So magic is essentially freeform?
[21:35] <+FraserRonald> Dan, yup
[21:35] <+FraserRonald> Pretty much everything is freeform
[21:35] <+FraserRonald> My common mantra is “don’t ask me, tell me”
[21:35] <+FraserRonald> Basically, don’t ask me “can my character do X”
[21:35] <+FraserRonald> Tell me your character is trying to do X, then roll them dice!
[21:36] <+FraserRonald> Whether your character defeats the villains with a fireball, a pair of nunchuks or a .44 magnum, the mechanical result is the same.
[21:37] <+FraserRonald> done
[21:37] <~Dan> What genres do you cover in the book?
[21:38] <+FraserRonald> Dan, the book has sections on fantasy,swashbuckling, westerns, modern military, and science fiction
[21:39] <+FraserRonald> done
[21:41] <~Dan> No horror, I notice. Do you think the game doesn’t do that well, or was the omission just a matter of space?
[21:42] <+FraserRonald> Dan, just a matter of space, and I honestly don’t feel qualified to discuss horror in RPGs
[21:42] <+FraserRonald> Never ran horror, never played horror, and I don’t really have a grounding in the genre
[21:42] <+FraserRonald> done
[21:43] <~Dan> Fair enough!
[21:44] <~Dan> I’m curious how well you think the game handles modern military. I’d think equipment would be a big deal in that genre.
[21:44] <+FraserRonald> Dan, right now I’m running a spec ops game and equipment is important in so far as if you don’t have something, you can’t use it.
[21:44] <+FraserRonald> However, I would strongly argue that the person is much more important than the equipment.
[21:46] <+FraserRonald> I assure you, you would rather me be shooting at you with a highly accurized HK416 than a Delta Force operator shooting at you with a Lee Enfield Mk1 from WWI
[21:46] <+FraserRonald> I’m not going to hit you. He definitely will. 😉
[21:46] <+FraserRonald> But SW is a very narrative game, so it runs a cinematic spec ops game well
[21:46] <~Dan> Right, but what if it’s two Delta Force operators with different weapons? 🙂
[21:47] <+FraserRonald> You can definitely do Black Hawk Down with SE, but the Battle of Mogadishu? Not so much
[21:47] <+FraserRonald> Dan, which one of them has high bonuses? 😉
[21:48] <+FraserRonald> In our game, it boils down to the character’s specialty
[21:48] <+FraserRonald> If the Sniper is shooting at you . . . I’ll buy flowers
[21:48] <~Dan> 🙂
[21:48] <+FraserRonald> If the Intelligence Officer is shooting at you, you are in deep deep trouble, but you might make it out
[21:49] <+FraserRonald> If the Engineer is shooting at you, you might make it to your care
[21:49] <+FraserRonald> But he’s riffed it with explosives, so you’re still effed.
[21:49] <+FraserRonald> Rigged
[21:49] * ~Dan chuckles
[21:50] <+FraserRonald> When a character is working within that character’s niche, the character will win 9 times out of 10
[21:50] <+FraserRonald> Working outside of the character’s niche? Well, that’s when they start looking for the other member of the team!
[21:50] <+FraserRonald> done
[21:50] <~Dan> (Howdy, TQuid!)
[21:51] <~Dan> What tips do you offer for swashbuckling? That would seem to be an ideal genre for this system.
[21:52] <+FraserRonald> Dan, it absolutely is. And my tips for any swashbuckler is to watch some Errol Flynn movies and absolutely the 1973 Richard Lester the Three Musketeers.
[21:52] <+FraserRonald> I like the Three Musketeers because it shows how different the characters are in their fighting styles
[21:52] <+FraserRonald> Athos is the streetfighter – do anything and use anything to win
[21:53] <+FraserRonald> Aramis is precise and efficient
[21:53] <+FraserRonald> Porthos is bombastic unfocused
[21:53] <+FraserRonald> D’Artagnan is about risk and youthful energy
[21:54] <+FraserRonald> Easy to build characters with niches based on that – and then each has a specific character (sombre, intellectual, vain, and heroic) that would help to build the character
[21:54] <~Dan> (wb, Josh)
[21:54] <+FraserRonald> A lot of characters in that sentence. but I hope it gets the point across
[21:54] <+Josh> Thanks, sorry had to do work stuff… grumble
[21:55] <+FraserRonald> Swashbucklers work best when the players are invested and narrate great scenes. It’s about how things are done as much as what is done
[21:55] <+FraserRonald> Josh, I am thankful I left that at the office today.
[21:55] <+FraserRonald> Done
[21:56] <~Dan> What sorts of scifi do you cover?
[21:57] <+Josh> So forgive me if you answered this, but most RPGs are about getting cool stuff or hitting levels… I didn’t see a place for that on the character sheets I looked at. So what is the goal? Increasing stat bonuses?
[21:57] <+FraserRonald> Dan, the SF section is modeled mostly on Star Trek, which works really well with the group dynamic
[21:58] <+Josh> So, don’t wear a red shirt?
[21:59] <+FraserRonald> But there are narrative characters inspired by Aliens and Dr. Who
[21:59] <+FraserRonald> Josh, well, if you want a meaningless death it’s always an option. 😉
[21:59] <+FraserRonald> Josh, as to your question, yes, it’s about advancing your Qualities and then building more Elements
[22:00] <+FraserRonald> Character begin as very competent but can end up being James Bond levels of awesome
[22:00] <+FraserRonald> A starting character acting within their niche gets a +18 bonus usually
[22:01] <+Josh> out of 20? wow that makes it hard to fail… right?
[22:01] <+FraserRonald> But that usually increases by about +2 each session
[22:01] <+Josh> (in your niche)
[22:01] <+FraserRonald> Josh, the highest Target Number (Mythic level) is 51
[22:01] <+FraserRonald> 😉
[22:01] <+FraserRonald> To give you an idea, an average challenge is 12
[22:02] <+FraserRonald> High speed parkour would be a “Great” challenge at about 23.
[22:02] <~Dan> How are NPCs written up?
[22:02] <+FraserRonald> Whereas a theory for faster than light travel would be Legendary with a target number of 40
[22:03] <+FraserRonald> Dan, there are three types of NPCs, and this includes things like challenges (investigation, crafting, climbing, etc)
[22:04] <+FraserRonald> The types are Minion (one hit and they’re out), Regular (they can take three), and Heroes (the equivalent of PCs)
[22:04] <~Dan> (Howdy, Maelthra__!)
[22:05] <+FraserRonald> All of them have Rank which provides a base target number (TN), so technically you could have a Legendary minion with a base TN of 40 or a Basic Hero with a TN of 8
[22:06] <+FraserRonald> Minions have a Concept at +2, so for example in “Lawless Heaven” you might face a Basic minion with the Concept of Thug at +2, so when you are beating on him, the TN is 10
[22:06] <+FraserRonald> Basic = 8, Thug applies in fisticuffs so it provides +2 for a total TN of 10
[22:06] <+FraserRonald> Regulars are the same but also have Traits, the same as PCs, which are rated at +2, 0, and 2
[22:07] <+Josh> So if I was an MMA style PC, I would have a base +18, I could beat down that guy pretty easily… even a group of those guys
[22:07] <+FraserRonald> You might face a gang lieutenant who is Average (12) with the Concept of Gangster and Phy +2, Cha 0, Cun -2
[22:08] <+FraserRonald> Josh, I ran “Lawless Heaven” at Breakout Con in Toronto in March, and the fights were truly glorious
[22:08] <+FraserRonald> The player REALLY got into the narrative of mowing through the minions and the Regulars
[22:09] <+FraserRonald> Back to narrative characters, the last type, the Hero, is the same as a Regular, but with a Concept at +4, Traits at +4, +2, and +0, and two Elements, one at +4 and one at +2.
[22:09] <+FraserRonald> So the Heroes, especially when you get higher ranked ones, are the Boss fights
[22:09] <+FraserRonald> Done
[22:10] <~Dan> What are your future plans for the game? (Or is this a one-and-done?)
[22:11] <+FraserRonald> Dan, “Lawless Heaven” is ready to go, and it includes expanded rules for Chases and the use of Flaws – something that is super important for Korean action movies.
[22:12] <+FraserRonald> Then there’s “Face S’Plosion” which is a silly SF actioner adventure – think Borderlands-style. The writing on that is done and it is in layout
[22:12] <+Josh> Do you have plans for a Fantasy setting?
[22:12] <+FraserRonald> And depending on how those sell, “Op DAMOCLES” is in the making, which is a modern spec ops adventure set in Central Africa.
[22:13] <+FraserRonald> Josh, one of the game’s I’m running right now is an epic fantasy, so that could see the light of day in the future
[22:14] <+FraserRonald> The setting is an amalgamation of Koryo- and Choson-era Korea with the epic fantasy plot of the return of a dark power in the far north.
[22:14] <+FraserRonald> I also have “Nor’Westers,” a historical adventure set in the Canadian fur trade in 1810.
[22:15] <+FraserRonald> I honestly don’t know if I’m going to put the money and energy into getting that ready for publication as I think it’d probably be a very niche product
[22:15] <+FraserRonald> done
[22:16] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[22:16] <+FraserRonald> I am also updating Sword Noir to the new Sword’s Edge rules, and will be doing the same with Kiss My Axe
[22:17] <+FraserRonald> Then I’ll be completing a special historical section discussing the Ancient Egyptian setting especially the 25th Dynasty as a follow-up/add-on to Nefertiti Overdrive
[22:17] <+FraserRonald> And then I have no idea
[22:18] * ~Dan nods
[22:18] <~Dan> Cool. 🙂
[22:19] <~Dan> Thanks very much for joining us, FraserRonald!
[22:19] <+FraserRonald> Thanks for having me, Dan. Always fun!
[22:20] <~Dan> Usual reminder to folks: My tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[22:20] <~Dan> If you’ll give me just a moment, I’ll get the log posted and link you!
[22:20] <+FraserRonald> Very cool, Dan. Thanks!