&[19:32] <+SasquatchStephen> Hello, Stephen Schubert here along with Rich Baker, both of Sasquatch Game Studio, to chat for a while about the new Alternity Sci-Fi RPG currently on Kickstarter. A reimagining of the game Rich helped create for TSR nearly 20 years ago, Alternity is a modular sci-fi game designed to support the full range of sci-fi genres.
[19:32] <+SasquatchStephen> The kickstarter is funded and has another week to go – you can see it at: (Link: https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game)https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game
[19:32] <+SasquatchStephen> The beta version of the Alternity Quickstart Rules is available as a free download on DriveThruRPG: (Link: http://www.drivethrurpg.com/product/206864/Alternity-Science-Fiction-RPG-Beta-Test-Edition)http://www.drivethrurpg.com/product/206864/Alternity-Science-Fiction-RPG-Beta-Test-Edition
[19:33] <+SasquatchStephen> What would you like to know? (ready for questions)
[19:33] <~Dan> Thanks, SasquatchStephen! The floor is open to questions!
[19:33] <~Dan> Has the core mechanic changed any, and either way, can you describe it?
[19:35] <+SasquatchRich> Hi, Dan: short answer is yes, it’s a bit different.
[19:35] <+SasquatchRich> We’ve “flipped” it from a roll-under system that rewards low rolls to a roll-high system.
[19:35] <+SasquatchRich> Basically, all tests are against DC 20.
[19:36] <+SasquatchRich> The difficulty of any particular task is represented by adding or subtracting a “die step” to your d20 skill check.
[19:36] <+SasquatchRich> A die step is another die added or subtracted to the d20: d4, d6, d8, d12, d20, etc.
[19:37] * ~Dan nods
[19:37] <+SasquatchRich> So an easy check might be roll d20 + d12, add your ability score and skill ranks, and try to beat a 20.
[19:37] <+SasquatchRich> For ease of play, we recommend pre-figuring your ability and skill ranks, so that you’ve got just one easy target number to look at when you roll your dice.
[19:38] <~Dan> (Howdy, Rogueliker!)
[19:38] <+SasquatchRich> So, if your Str is 5 and you’ve got 4 skill points in “punch,” your skill score is 11. That’s the number you look for when you roll your d20 + situation die.
[19:38] <+SasquatchRich> But really, the math is the same whether you shoot for DC 20 or shoot for your skill score. Just a matter of preference, really. (done)
[19:40] <~Dan> Hmm… I feel like I’m missing something. If the punch is easy, in your example, you’d roll 1d20+1d12+11, trying to beat a 20, correct?
[19:40] <+SasquatchRich> Correct.
[19:41] <+SasquatchRich> A difficult attack might be “minus steps” so it could be 1d20 – 1d12 +11, looking for a 20. Quite a bit harder.
[19:41] <~Dan> Okay. I’m not following why 11 would be the number you look for, then. (And I may well just be dense here, mind you.)
[19:41] <+SasquatchRich> Ah, I see, I misunderstood…
[19:42] <+SasquatchRich> If you have Str 5 and 4 skill ranks, you’re *always* at +9 when making that particular check. So your target *die result* is 11, since 11 + 9 will get you to 20.
[19:43] <+SasquatchRich> In other words, you can roll 1d20 + 9 and try to reach 20, or you can pre-figure your skill score, and roll 1d20 looking for 11 or better. Same difference.
[19:43] <+SasquatchRich> Is that a bit clearer?
[19:43] <~Dan> Oh! Yes, much.
[19:43] <~Dan> Is there a degree-of-success mechanic?
[19:44] <+SasquatchRich> Basically, it lets us play with all the dice and sliding die steps — one of the signature features of the old Alternity mechanic — but shooting for high rolls, not low rolls.
[19:45] <+SasquatchRich> (Steve’s on the success level Q)
[19:45] <+SasquatchStephen> There is a degree of success mechanic. If you beat your target number by 5, you get an Excellent success, and if you beat it by 10 you get a Stellar success.
[19:46] <~Dan> What effects do those have?
[19:46] <+SasquatchStephen> Higher level of success means better result. For attacks, that’s represented by the amount of damage you might deal. An average hit with a laser pistol might use 1d6+1 for damage,
[19:47] <+SasquatchStephen> but an Excellent success is 1d6+6
[19:47] <+SirGene> Could you tell us about the Character Classes and do you have a Character Sheet we can see?
[19:47] <+SasquatchStephen> and a Stellar success is two wounds at 1d6+6
[19:49] <+SasquatchStephen> There are sample characters in the Beta Quickstart book
[19:49] <+xyphoid> so the tagline is ‘modular’ – how does that work
[19:50] <+SasquatchStephen> The classes are archetypes — battler, expert, survivor, leader, striker; each class has its own selection of talents, which can be further expanded upon within a campaign setting
[19:52] <~Dan> IIRC, the original version had just 3 archetypes, with an optional 4th for psionics?
[19:52] <+xyphoid> like, SF is one of the hardest areas to do generic games in because a ruleset that works well to support your Culture game is going to be pretty rough for your Greg Egan game
[19:53] <+SasquatchRich> RE: Modular . . . we think that one of the powerful uses of the Alternity game engine is to model a wide variety of SF genres and stories . . .
[19:54] <+SasquatchRich> So we’re building a game that invites the GM to use or set aside rules sub-systems to get just the flavor of SF he’s shooting for . . .
[19:55] <+SasquatchRich> Elements like cyber-tech, psionics, starfighter dogfighting rules . . . maybe you want ’em in your game, maybe you don’t. Use the modules you want, leave others for your next campaign.
[19:55] <+xyphoid> for example, let’s say we’re doing a pure exploration and research game with no combat, is it going to support that well?
[19:55] <+xyphoid> can i ignore classes, for example, if they don’t make sense?
[19:56] <+SasquatchStephen> xyphoid – sure. you might have just survivor, expert, and leader PCs
[19:56] <+xyphoid> (basically modular design is quite interesting to me so D&D5 for example was a super disappointment after they basically just went back to ‘oh yeah here are optional rules’)
[19:57] <+SasquatchStephen> we have an extensive skill system (even the weapon attacks are skill-based tests), so if your game doesn’t really do shooting and punching, there’s plenty of room for problem solving, investigation, and diplomacy
[19:58] <+SasquatchRich> Xyphoid, we agree. The challenge is building in “sockets” so that you can “plug in” psi rules (for example), without necessarily making exhaustive psi rules something everyone has to deal with.
[19:58] <+xyphoid> do you have a research or project system?
[19:58] <~Dan> How broad are the skills?
[19:59] <+SasquatchRich> RE: research . . . Not yet, but that’s an interesting idea, potentially as a complex skill challenge.
[20:01] <+SasquatchStephen> At the moment, we’ve got something like two dozen non-combat skills, as well as a number of combat skills
[20:01] <+SasquatchStephen> Since we’re still in beta, we have plans to revisit the skills to make sure we have enough but not too many..
[20:02] <+Will> I will phrase an observation in the form of a question… one problem that’s dogged the modularity of other iterations of d20 is, well, power level and balance. Like, in some games, attempting to limit, say, magic would cause the system to fall apart hard. Or you get GURPS issues of stuff just not going together. Does your system address this, and if so, how?
[20:02] <~Dan> Can you give some examples of combat skills? Does “Armed Combat” cover all armed combat, for example, or do you have separate skills for different melee weapons?
[20:02] <+SasquatchStephen> For games where skills need to be more specialized, it becomes an easy matter to either add a new specialization within an existing skill, or even split a skill into 2 or 3.
[20:03] <+SasquatchStephen> In the base system, combat skills are divided into Hand, Heavy, Energy, Firearm, Melee, and Primitive
[20:04] <+SasquatchStephen> When you take one of those skills, you also specialize in a particular subset — like Energy pistols
[20:04] <+SasquatchStephen> specializing gives you an automatic step bonus when using the skill with your specialization.
[20:05] <+xyphoid> you talk about campaign design covering genres – what kind of SF genres are you covering?
[20:05] <~Dan> (Howdy, Jezibel!)
[20:05] <+SasquatchRich> Will: That’s where those “sockets” come into play. We want to make sure that the “stub” of systems like Psionics, Mutations, Cybertech, Alien Artifacts are covered in the Core Rules, so that you’ll see how they work together if they’re all in play.
[20:06] <+Jezibel> (Hi.)
[20:07] <+Will> So the sockets are balanced such that if you have psi and mutations in play, it balances with a game with neither in play?
[20:07] <+SasquatchRich> RE: Genres . . . space opera, exploration, post-apocalypse, near-future espionage, alien horror, all that stuff should be pretty accessible with our Core Rule set…
[20:08] <~Dan> Pretty ambitious! 🙂
[20:08] <+SasquatchRich> Will: A character who invests big in psi shouldn’t be better than a character who doesn’t; they’re spending the same amount of character-creation resources…
[20:09] <+SasquatchStephen> Xyphoid – we’re launching with Protostar, a medium future, hard SF setting
[20:09] <~Dan> You mentioned dogfighting rules. Do you have a default setting for how space combat works in terms of realism?
[20:09] <+SasquatchRich> We are including better encounter-building guidance than the original game had, so the GM should be able to accommodate parties that are filled with users of fancy subsystems and parties that are just good at shooting people with guns.
[20:10] <+SasquatchStephen> and we’ve also already published Thunder Run with our Quickstart Rules, which is set in a Mad Max-style post apocalyptic world
[20:10] <~Dan> (Welcome to #rpgnet, Guest75! You can set your name with the /nick command. 🙂 )
[20:11] <+Twiggly> Are you including archtypical aliens like Grays, Reptilians and Xenobugs?
[20:11] <+SasquatchStephen> Dan – we have campaign setting guidance that talks about how certain genre expectations should be met, and part of that is especially necessary when considering space combat….
[20:12] <+Will> A question about levels: how much power inflation happens with levels? Different D20 iterations (again) have had wildly different scaling. Will a 10th level mutant wipe the floor with a squad of, say, 3rd level soldiers?
[20:13] <+SasquatchStephen> Combat in Protostar is more Babylon 5 or Expanse than Star Wars, and needs to support that feel
[20:13] <+SasquatchRich> Will: Inevitably characters who can choose from larger pools of “powers” are better than characters who choose from smaller pools — you have more rules interactions to explore. And there will be some capabilities (like mind control) that will be very, very good in some circumstances. But you can’t mind control everything!
[20:13] * ~Dan nods
[20:13] <+SasquatchStephen> But combat in a Guardians of the Galaxy style space opera can be more flashy and rely less on actual physics
[20:14] <~Dan> Will mentioned levels. Is this a level-based system?
[20:14] <+SasquatchStephen> So a flashier, Star Wars-style dogfight system might involve a different set of skills than a hard SF system.
[20:16] <+xyphoid> when you say ‘might’, is this up to the GM, or do you have written stuff to cover the different scales?
[20:16] <+xyphoid> i’m just trying to get at how much of the modular replacement is actually done for me in the books vs whether it’s just up to me to do the work
[20:17] <+SasquatchStephen> A baseline rule for space combat in a hard SF setting, with additional rules presented for different genres.
[20:17] <~Dan> Gotcha.
[20:18] <+SasquatchRich> Twiggly: We’re planning a small selection of species in the Core Rules. We’re deciding now whether it’s better to go with “generic” concepts like Gray, Hulking Monster, Cyborg and leave the details for specific setting books, or go ahead and flesh out full cultures.
[20:19] <+SasquatchRich> I mean, it’s fun to make up interesting alien species with unique cultures and outlooks, but if you’re playing Mad Max that’s wasted page space for you. Tough call for us.
[20:19] <+SasquatchStephen> we want to match player/GM expectations for specific genres, and the Core Rulebook is very much a toolbox to match the needs of the campaign. Some rules are swapped entirely — i.e. Rule A for genre 1 and 2, Rule B for genre 3…
[20:19] <+SasquatchStephen> and other rules are dials — how lethal the game is, for example
[20:20] <~Dan> You mentioned rules for mutations. Can you say a bit about those? How “gonzo” are they, for example?
[20:21] <+SasquatchStephen> Will – our system for PCs is level-based. We are looking at a scale of 10 levels, and each level a player would allocate new skill points and perhaps get a new talent, and the cap on ranks of a given skill is increased..
[20:22] <+SasquatchRich> RE: mutations . . . fairly modest for the Core Rules. Big crazy mutations are more like superpowers, and superpowers probably belong in their own Alternity expansion.
[20:24] <+xyphoid> if you put a level 10 PC up against a level 1 PC what are the chances the level 1 PC will win?
[20:24] <+SirGene> I find most Alien Species in Sci Fi are simply thinly veiled human cultures. I can design aliens if I need them. Core mechanics is more important.
[20:24] <+SasquatchStephen> A higher level creature or character has a lower target number for most skill checks, so they are more likely to achieve Excellent or Stellar successes. In an encounter where a 10th level mutant takes on a bunch of level 3 soldiers? without mitigation talents and more durability, the soldiers are more likely to get killed outright by Stellar hits.
[20:24] <+xyphoid> (like i ask because in some games it’s like 25% and some games it’s 0%)
[20:25] <+SasquatchStephen> Xyphoid – I’ll give two examples.
[20:27] <+SasquatchStephen> In Protostar, we’d expect the level 10 PC to have slightly better gear, probably including some sort of high-tech damage reflecting armor and a kitted out gun, as well as a few extra wound boxes. He might have a defensive talent or other gear that imposes a penalty step against attackers…
[20:28] <+SasquatchRich> (I’ll note that we consider level 1 PCs to already be pretty competent heroes. At 1st level, you can have up to 5 ranks in any particular skill. But we think skill ranks cap at 10 or 12, because at some point you know everything there is to know about a topic.)
[20:28] <+SasquatchStephen> So the level 1 guys might be able to get Average hits in about half the time, but the level 10 guy (lets call him Luke) has enough deflection in his armor to essentially ignore most Average hits…
[20:29] <+SasquatchStephen> so maybe 20% of the time, the little guys get an Excellent hit in on Luke, but his armor would make those hits only minor wounds… Luke can probably take 10 or so minor wounds before succumbing
[20:30] <~Dan> How does your wound system work?
[20:31] <+SasquatchStephen> meanwhile, Luke is blasting away with maxxed out skill ranks and a couple bonus steps from his shiny plasma pistol, giving him a great chance of Excellent or Stellar hits, probably taking out one of the mooks every round or two
[20:31] <+SasquatchStephen> (rich is gonna expand on wounds here in a moment)
[20:32] <+SasquatchRich> You don’t have hit points. A wound that deals 10 damage is a 10-point wound. You have wound boxes in “bands” at 1-3 (graze), 4-6 (minor), 7-9 (moderate), 10-12 (major), 13-15 (critical), and 16+ (mortal).
[20:32] <+SasquatchRich> Depending on your Vitality score, your choice of archetype, and your talent selection, you may have multiple boxes in each band, or maybe just one.
[20:33] <+SasquatchRich> So if you catch a 10-point wound, you mark off a box in the 10-12 band. If you don’t have any unchecked, that goes up to a box in the 13-15 band.
[20:33] <+SasquatchRich> High wound bands come with wound penalties — so a major wound means you take a -1 step penalty to just about anything you do.
[20:33] <+SasquatchStephen> Second example — in a post-apocalyptic setting where defensive gear is less common, every hit becomes more significant. Without significant armor, every Average hit probably inflicts a wound, and so while post-apoc-Luke might still be able to take 10 wounds, it’s more likely that each hit is a wound.
[20:35] <+SasquatchStephen> In both examples, if the hits that come in are particularly high damage rolls, it can quickly alter the duration of the fight. Most PCs at any level can’t take more than one or two Critical wounds.
[20:35] <+SasquatchRich> I’ll also note that adversaries aren’t necessarily built on the same chassis as PCs. Stormtroopers might just have a 1-9 wound box, and a 10+ wound box. Hit him for 7, he’s still there. Hit him again, or hit him once for 10+, and he’s out.
[20:36] <+SasquatchRich> Super-mechanical questions tonight, btw.
[20:37] <~Dan> 🙂
[20:37] <~Dan> Can you tell us more about the setting you mentioned?
[20:38] <~Dan> (Welcome to #rpgnet, Guest98! You can set your name with the /nick command.)
[20:39] <~Dan> (wb, Chaz!)
[20:39] <+Chaz> Danke schoen
[20:39] <~Dan> (Chaz: Q&A topic: (Link: https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game?ref=category)https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game?ref=category )
[20:39] <+SasquatchStephen> We put some thoughts on Protostar in one of our design blogs (Link: http://www.sasquatchgamestudio.com/alternity-design-blog-14/)http://www.sasquatchgamestudio.com/alternity-design-blog-14/
[20:39] <+SasquatchStephen> Rich can also elaborate…
[20:40] <+Chaz> neato
[20:40] <+SasquatchRich> We see Protostar as a middle-future setting; we’ve got general colonization of the Solar System, but there’s lots of international tension (some nations being things like Mars, or the Ring Alliance of Saturn) . . .
[20:41] <+SasquatchRich> and lots of corporate espionage and competition, as people are trying to get ahead. There’s also a wrinkle in the form of an alien gate network discovered near the moon Triton . . .
[20:42] <+SasquatchRich> which lets human ships wormhole out to other stars, if you can figure out the proper pass codes . . .
[20:42] <+SasquatchRich> Some amount of exploration is near-random, as you try out pass codes for the first time . . .
[20:43] <~Dan> So far, sounds like The Expanse with interstellar travel mixed in.
[20:43] <+SasquatchRich> And some is about colonizing very promising systems whose codes are already well known. Sort of halfway between Pohl’s Gateway books and The Expanse, as a quick summary.
[20:44] <~Dan> Are there aliens?
[20:44] <+SasquatchRich> Yes — no other starfaring ones yet, since we haven’t met the folks who created the Triton Anomaly.
[20:45] <+SasquatchRich> But some of those gate destinations lead to worlds with sentient aliens . . . or dangerous ones.
[20:45] <~Dan> So humans are the most advanced species in the game’s status quo?
[20:46] <+SasquatchRich> Yes, although we don’t know much about the builders of the gate network. If they’re around and they turn out to be hostile, it’s a real problem for us.
[20:46] <+SasquatchRich> Which is why the “gate nexus” at the protostar in the Orion Nebula is so troubling.
[20:48] <~Dan> Because that’s where the aliens should be…?
[20:50] <+SasquatchRich> Or one of those other gates might lead to the place where they’ve been hanging out, and it’s not clear that we’re welcome.
[20:51] <~Dan> Ah, I see.
[20:51] <+Catseye> hi
[20:51] <~Dan> (Howdy, Monochrome_Tide, Catseye!)
[20:51] <+SasquatchRich> hello!
[20:52] <~Dan> Since our resident mecha fanatic isn’t here, I feel obligated to ask: Do you have rules for mecha?
[20:53] <+SasquatchRich> That might be one of those modules we were talking about — not clear that it needs to be part of the core rules set, but as part of a specific mecha-focused setting it would be pretty cool.
[20:53] <~Dan> What about power armor?
[20:54] <+SasquatchRich> Oh, yeah. I’m a big Starship Troopers fan. The book, not the movie. We’ll have a Mobile Infantry suit somewhere.
[20:55] <~Dan> What are your initial plans for expanding the game line?
[20:57] <~Dan> (Welcome to #rpgnet, Guest93! You can set your name with the /nick command. 🙂 )
[20:57] <+Chaz> Chazisamazing/nick
[20:58] * ~Dan chuckles
[20:58] <+Guest93> Test
[20:58] <+Chaz> Sassafras
[20:58] <+SasquatchStephen> Step one is funding the kickstarter! We’re already past the initial goal and in to stretch goals, so our initial lineup will be the Core Rulebook, the Protostar Campaign Guide (season 1), the Shipyard book, and probably the Xenologist’s guide, which is our next stretch goal
[20:58] <~Dan> (Guest93: We hear you!)
[20:58] <~Dan> (wb, Twiggly!)
[20:59] <+SasquatchStephen> If we get a good late-campaign push, then the kickstarter will also see the launch of our second setting campaign guide
[20:59] <~Dan> Oh? What will that be?
[20:59] <+Guest93> Exito! Glad your KS Funded. (Teebone here)
[21:00] <~Dan> Guest93: You can set your name by typing /nick Teebone
[21:00] <+Guest93> I’m going to vote for fallout\wasteland\mad max like thunder run once the survey goes live.
[21:01] <+SasquatchStephen> after the kickstarter is done and we’ve launched the game, we want to continue to expand our lineup through additional smaller kickstarters primarily focused on creating more campaign content — Protostar Season 2, for example — and launching new settings.
[21:01] <+Chazisamazing> Swank
[21:01] <~Dan> Heh. 😀
[21:01] <+Chaz> But seriously
[21:01] <+SasquatchStephen> While making the Core Rulebook and the initial content should take us through the summer, by late this year we should be in position to run these smaller projects with a much faster turnaround of a couple of months each
[21:02] <+xyphoid> on that note, how muc of the game is written?
[21:02] <~Dan> (wb, Teebone)
[21:03] <+SasquatchStephen> We’ve got much of the core systems put together. Now that we’ve funded, we are able to more confidently start expanding things like the class talent lists
[21:03] <+Teebone> Tablet not user-friendly to write…
[21:03] <+SasquatchStephen> and races and foes and stuff
[21:05] <+Teebone> What feedback from surveys and play testers surprised you most?
[21:05] <+SasquatchStephen> We also need to evaluate our playtest feedback and determine if there are any parts of our currently released system we should revisit
[21:05] <+SasquatchRich> The biggest missing pieces are a full set of adversaries, and the PC species — we didn’t start those because we wanted art budget for concept work on them, and we don’t have the budget until the KS funds.
[21:06] <+SasquatchRich> Other systems are ready to be expanded — we essentially have stubs for the skill descriptions, the gear, encounter design, talents, all of which can be expanded to full write-ups pretty quickly.
[21:06] <+SasquatchStephen> Regarding playtests — I was pleasantly surprised how well the durability system was received, and it was also interesting to see how many of the respondents had previously played Alternity (or are still playing)
[21:07] <~Dan> What is the durability system?
[21:07] <+SasquatchRich> The damage/wound rules I described earlier.
[21:07] <+SasquatchStephen> the wound system Rich described earlier
[21:07] <+Teebone> Another vote for (forgot the name used on the KS comments) for alien race point creation system being designed from the very begining
[21:08] <+SasquatchRich> (I need to say goodnight now, but I am leaving you all in the tender care of Sasquatch Steve. Thanks for the great questions, folks!)
[21:08] <~Dan> Take care, Rich!
[21:08] <+Teebone> Night
[21:10] <~Dan> You’ve mentioned the changed to Alternity. What do you think will appeal to fans of the original game?
[21:11] <+Teebone> There are other SF RPGs in the market or under development, like Starfinder, how closely you following these competetors?
[21:13] <+SasquatchStephen> Dan – Part of the appeal of the original game was how it encompassed the range of progress/tech levels. Another large part of the appeal were the evocative settings they created in Star*Drive and Dark Matter
[21:15] <+SasquatchStephen> while we aren’t using those settings, we are confident we can create new universes that are just as evocative, and we’ve got Rich Baker and Bill Slavicsek (two of the minds behind the original) on board to help with world building and game design
[21:16] <+Teebone> After KS over, how to keep conversations open. SGS webpage has no forums, KS comments limited, FB not everyone use. Where will be the official Alternity 2017 forums?
[21:16] <+SasquatchStephen> Teebone – there are quite a few sci-fi games out there! Big licensed ones like Star Wars to smaller, but still successful games like Eclipse Phase.. And Paizo’s Starfinder, which announced right around the time we’d submitted the trademark paperwork for Alternity…
[21:18] <+SasquatchStephen> So yeah – there’s a bunch of really cool games out there. We think our settings will set us apart from some of them, and our game system will appeal to part of our audience.. we’re another tasty flavor of ice cream in the parlor of RPGs
[21:18] <+SasquatchStephen> (that was a terrible metaphor)
[21:18] * ~Dan chuckles
[21:19] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:19] <+Teebone> I’m new to this type of com system, how many questions can I ask, and what speed do I ask them. 🙂
[21:19] <~Dan> Ask away, Teebone! I’ll call for a question pause if the guests need a break. 🙂
[21:20] <+SasquatchStephen> Once the kickstarter is over, we’ll be maintaining contact with our backers through Kickstarter, but we’ve also got our Facebook page (Link: https://www.facebook.com/SasquatchGameStudio/)https://www.facebook.com/SasquatchGameStudio/ and website (Link: http://www.sasquatchgamestudio.com)www.sasquatchgamestudio.com to keep the word out there.
[21:21] <+SasquatchStephen> We don’t plan right now on official forums – with just the three of us Sasquatches, it’s difficult to find bandwith to moderate, but we’d happily support community forums either on alternityrpg.net or reddit or wherever they might show up
[21:23] <+Teebone> KS comments recently ask about VTTs, how aware of you are on the RPGs being played in all digital format, and how will you support this?
[21:23] <+Will> Looks like you guys are set on artists, huh/
[21:23] * +Will grins
[21:24] <~Dan> (Will here is an excellent artist. 🙂 )
[21:25] <+SasquatchStephen> Very aware of VTTs. We were among the first 5e products on Fantasy Grounds with our Primeval Thule setting, and we’ve made it a priority to do things like layered or untagged maps in the PDF products to help in that regard
[21:26] <+SasquatchStephen> will – we’re always on the lookout for artists. do you do spaceships?
[21:27] <+SasquatchStephen> In our next beta survey, we’ll be asking about what sort of VTTs our backers might be using, to get a sense of how many will be playing remotely or with a screen nearby
[21:27] <+Teebone> Starfinder is setting a high bar for tabletop support , miniatures, pawns, starmaps; in success is this something you will also pursue in house or via TPP licenencing?
[21:28] <+Will> (Link: http://willbear.deviantart.com/art/Ship-in-space2-673744818)http://willbear.deviantart.com/art/Ship-in-space2-673744818
[21:28] <+Will> (I don’t usually model my own ships, but I CAN)
[21:29] <+Teebone> TPPs can be a good source of content for a modular tool box system like Alternity, I’d like to see a future blog on your thoughts on this, pros & cons
[21:31] <+Teebone> My tablet crashed 3 times so far, is there a copy of this chat saved somewhere ? I missed the first half 😦
[21:31] <~Dan> Teebone: I’ll be logging it in just a moment, in fact.
[21:31] <+SasquatchStephen> Our initial offerings may pale in comparison to Starfinder — but we also expect that many of our players can grab maps from Chris West or Zero Hour, and tokens from a myriad of sources, to help fill out their Alternity Game. Putting tokens together of our Xenologist entries could happen if we hit that stretch goal
[21:31] <~Dan> Thanks very much for joining us this evening, SasquatchStephen!
[21:32] <~Dan> Usual reminder: My tip jar is at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ for those so inclined. 🙂
[21:33] <+SasquatchStephen> Thanks for having us – and check out the Alternity Quickstart rules on DriveThru! The kickstarter ends in one week!
[21:33] <+Teebone> I don’t know about those resources, a blog post in the future on these kind of things would be nice for us future Alternity GMs. 🙂
[21:33] <+Will> Good luck, Stephen!
[21:33] <~Dan> SasquatchStephen: Give me just a moment, and I’ll log the chat and link you. 🙂