[20:33] <+rridg218> Hello all! I’m Robert Ridgeway from 218 Games
[20:33] <+rridg218> I’ve been a game designer for 10 years
[20:34] <+rridg218> The newest Game out is Salem World, an adventure setting in Colonial America
[20:35] <+rridg218> It is on a 1d8 system that we developed for quick actions in combat, and check during game play.
[20:35] <+rridg218> Ok (done)
[20:36] <~Dan> Thanks, rridg218! The floor is open to questions!
[20:36] <+Chaz> I’ll be good. 🙂
[20:37] <+rridg218> Bring it lol
[20:37] <~Dan> (Howdy, Will!)
[20:37] <~Dan> So aside from it being colonial America, what can you tell us about the premise of the game setting?
[20:39] <+rridg218> Look at it as if the Puritans thought the Witch Trials were successful! They are emboldened to fight for independence, winning most of the territory
[20:39] <+rridg218> This splits the country into five factions
[20:39] <+rridg218> Witches, Puritans, Crown loyalists, Holy Roman Loyalists, and Natives
[20:40] <+rridg218> It is a cold war set in 1705
[20:40] <~Dan> Interesting.
[20:41] <~Dan> So is magic real in the setting?
[20:41] <+rridg218> Absolutely!
[20:42] <+rridg218> Some would not refer to it as magic (puritans and all) but it has a flushed out Magic system
[20:42] <~Dan> How would you describe it? How powerful is it, for example, and how “flashy”?
[20:43] <+rridg218> Two styles of Magic are in the system. There are Prophetic Powers that are vastly more powerful than spells
[20:44] <~Dan> (Howdy, Crazy-Cabal!)
[20:44] <+rridg218> They are a step progression style ability, allowing the Character to enhance the spell to greater impacts as they grow
[20:44] <~Dan> Prophetic Powers being divine?
[20:44] <+rridg218> Not divine but Naturalistic. A force that is channeled through the character
[20:45] <~Dan> Ah, I see.
[20:45] <+rridg218> The standard spells are more simplistic
[20:45] <+rridg218> One word that becomes a force or action
[20:46] <~Dan> So sort of like a command word?
[20:46] <+rridg218> The effects may be less, but the usage is faster with immediate results
[20:46] <~Dan> Like “sleep”?
[20:47] <+rridg218> Exactly. I used a variant of French for the trigger words
[20:48] <~Dan> Are there such things as potions and enchanted items?
[20:49] <+rridg218> There are, and a Class of Apothecary and Alchemist to make them. Mostly they are single spell effects in common items
[20:49] <+rridg218> or potions that can cause spell or other desired effects
[20:49] <~Dan> So this is a class-based system?
[20:49] <+rridg218> Yes
[20:50] <~Dan> I see… And what are the classes?
[20:50] <+rridg218> You grow the power of the Character without levels
[20:50] <+rridg218> There are a few
[20:53] <+rridg218> Magistrate, Judge, Pastor, Apocalyptic (hunters), Centursmanion, Bishop, Inquisitor, Monk, Red Coat, Man-at-arms, Exorcist, Alchemist, Warlock, Medium, Familiar, Wicked, Brave, Skinwalker, Shaman, Wood
[20:54] <+rridg218> Woodsman (sorry)
[20:54] <~Dan> What is “Wicked” in this context?
[20:54] <+rridg218> Four Classes per Loyalty (Puritan, Roman, Crown, Witch, Native)
[20:55] <+rridg218> It is a pure witch, that must live inside another human host. The character class is the only non human in the game
[20:56] <~Dan> That’s interesting. So pure witches are spirits?
[20:56] <+rridg218> They are powerful in Magic, and hard to find if you are a Witch Hunter type
[20:57] <+rridg218> They are living creatures, like parasites. They must attack and take a host
[20:57] <~Dan> Huh… Is there a mythological basis for that, or did you make it up yourself?
[20:58] <+rridg218> I was a big fan of Stargate I must admit, and thought that concept of a creature that could take you over, but offer so much power, would be fun to play
[20:59] <~Dan> Aha! Cool. 🙂
[21:00] <~Dan> Quick aside… Do I recall correctly that your profession is religious in some capacity?
[21:00] <+rridg218> Yes, I am a full time minister
[21:01] <~Dan> Ah, excellent. Chaz here is an Episcopal priest and was just talking about the rarity of gamers among men of the cloth.
[21:02] <~Dan> Neither here nor there. I just thought that was rather interesting. 🙂
[21:02] <+rridg218> More should, it actually aides in memorization and ability to understand others
[21:02] <+Chaz> I can see that.
[21:02] <~Dan> Huh. Interesting observation.
[21:04] <~Dan> Are there monsters in the setting
[21:04] <~Dan> ?
[21:04] <+rridg218> Some that are mythological, other I made, but yes the world is full of them
[21:05] <~Dan> How extensive of a bestiary do you include?
[21:06] <+rridg218> 33 monsters in the Regent (GM) section of the Core Rules
[21:06] <~Dan> Not too shabby!
[21:07] <~Dan> Now, when you say “mythological”, are you talking about dragons and such? Or more like creatures from folklore?
[21:07] <+rridg218> I didn’t want too many but not just three or so that would become boring after a bit
[21:07] * ~Dan nods
[21:07] <~Dan> I’m a sucker for a good bestiary. 🙂
[21:08] <+rridg218> We have a type of Dragon, Gorgons, Trolls, Devils, Demons, Vampires and Werewolves for the classic taste
[21:09] <~Dan> Do you have creatures from Native American folklore as well?
[21:09] <+Will> What are your thoughts about the reactions of pagans to ‘witches are parasites’ concept?
[21:10] <+rridg218> The only Native American we have now is the Skinwalker as a Playable Character
[21:10] <~Dan> (Howdy, Rogueliker!)
[21:10] <+Rogueliker> (Hi!)
[21:10] <~Dan> (Rogueliker: (Link: http://www.drivethrurpg.com/product/208405/Salem-World–Extended-Edition?src=newest)http://www.drivethrurpg.com/product/208405/Salem-World–Extended-Edition?src=newest )
[21:11] <+rridg218> The only parasitic witch is a playable monster, and is written to be an evil character. The other Witches are not forced into any type of mod like that
[21:11] <+rridg218> And they are not based off any belief system. It does add to distrust in game
[21:12] <+Will> Ooooooh, ok, I misunderstood. Nevermind. 😉
[21:13] <~Dan> I’m somewhat surprised that you don’t have more Native American creatures, given that the game is set in North America during Colonial times. Do you have any plans to add them?
[21:14] <+rridg218> I do. Once I can build a better Native American focused addition
[21:14] * ~Dan nods
[21:14] <+rridg218> The first setting is mostly in Colonial Territory with Native interaction
[21:15] <+Will> I assume the Brotherhood of the Wolf running through my head right now is a good sign
[21:15] <~Dan> I see… Does that relate to why monsters of European extraction are hanging around there?
[21:16] <+rridg218> It could work:)
[21:16] <~Dan> Or were they already there?
[21:16] <+rridg218> I don’t really go into it much, but the idea would be they come with them as the Europeans migrated.
[21:17] * ~Dan nods
[21:17] <~Dan> Gotcha.
[21:17] <~Dan> Being a fan of author Charles de Lint, I can see the potential there for an interesting clash-of-mythologies adventure.
[21:18] <+rridg218> That could be a Campaign setting!
[21:18] <~Dan> Indeed.
[21:19] <~Dan> Are you familiar with Charles de Lint?
[21:19] <+rridg218> Not really, I just like concept you stated
[21:19] * ~Dan nods
[21:20] <~Dan> He writes a lot of urban fantasy. Some of what he’s written has dealt with Native American spirits interacting with the European faeries that followed the colonists over.
[21:21] <+rridg218> Now I have to look that up!:D
[21:21] <~Dan> Yup. 🙂
[21:21] <~Dan> Do you happen to have a character sheet posted that we can see?
[21:22] <+rridg218> There is one on Drivethru I believe that’s free…
[21:23] <~Dan> That’ll work. got a link handy?
[21:23] <+rridg218> (Link: http://www.drivethrurpg.com/product/201085/Salem-Character-Sheets)http://www.drivethrurpg.com/product/201085/Salem-Character-Sheets
[21:24] <+rridg218> It’s Pay what you want, and I’m never offended at free 🙂
[21:24] <~Dan> Cool. Give me just a sec here to grab it. 🙂
[21:25] <+rridg218> It has the basic sheet, and the NPC mini sheet
[21:26] <~Dan> Let’s see here…
[21:26] <~Dan> Is this an attribute + skill system?
[21:27] <+rridg218> yes
[21:27] <~Dan> And it uses a d8?
[21:28] <+rridg218> each attribute maxes at 7 on the 1d8 system
[21:28] <+rridg218> d8 roll under
[21:29] <~Dan> So how do the skills interact with the attributes?
[21:30] <+rridg218> They have a separate skill check that can be increased with experience. Some Skills are useless without a high enough attribute
[21:30] <~Dan> How so? Can you give an example?
[21:31] <+rridg218> For the use of a Long Bow, you need the skill to use it, and a Reflex of at least 3 to be effective. It takes a reflex check to be accurate when fired
[21:32] <+rridg218> If you have medical skills they can require a mind check to be effective
[21:32] <~Dan> So if firing it uses the reflex check, what purpose does the Long Bow skill itself serve?
[21:33] <+rridg218> In that case it gives the Character the ability to use the Bow at full damage. Unskilled use of any weapon is half damage max
[21:34] <+rridg218> Any trick shots or one shot kill attempts can use a skill check as well
[21:34] <~Dan> Hmm… So… The skills themselves just allow you to use the attribute? You either have the skill or you don’t?
[21:35] <+rridg218> You either have a skill or not, yes. Not all skills require attributes to be effective, but attributes can be used for other needs in game.
[21:36] <~Dan> So sort of like the first and second editions of Warhammer FRP, then.
[21:36] <+rridg218> A little yes, but I hope less complex
[21:36] <~Dan> Heh. 🙂
[21:37] <~Dan> What are Heart and Soul used for?
[21:37] <+rridg218> Think of heart as how well you socialize and your level of compassion
[21:38] * ~Dan nods
[21:39] <+rridg218> Soul shows how controlled you are. Think how quickly you anger and such
[21:39] <~Dan> I see.
[21:41] <~Dan> What are the game impacts of Faith and Prayer?
[21:42] <+rridg218> If you need to fight a demon or truly evil character, you can resist them with Faith. This would be effective no matter the World View of the Character
[21:42] <+rridg218> Prayer checks allow you to get needed information, or insight when all things have failed
[21:43] <+rridg218> For some Characters they also effect how many Spells they can cast in a day
[21:43] <~Dan> When you say “resist”, do you mean hold them at bay, like using a cross against a vampire?
[21:43] <+rridg218> Yes, or even banishment with a high enough score
[21:44] * ~Dan nods
[21:44] <~Dan> What are Strike and Repel?
[21:44] <+rridg218> An evil character can also use it against yours if they have a high score
[21:45] <+rridg218> Strike is the combat “to hit” and the Repel can be used in combat to block an attack
[21:46] <~Dan> So they’re independent of attributes?
[21:46] <+rridg218> yes they are
[21:46] <~Dan> Is Strike used for all attacks, melee or ranged?
[21:47] <~Dan> (wb, Monochrome_Tide)
[21:47] <+rridg218> Both, but some weapons like the bow have an extra roll of reflex for accuracy
[21:48] <~Dan> When you say an “extra” roll, does that mean that two rolls are required to use the skill?
[21:49] <+rridg218> Yes. You roll both, and if you make both you hit for full damage. Then extra rolls are gained for double and triple damage
[21:51] <~Dan> Are there other skills that require two rolls like that?
[21:51] <+rridg218> Some firearms. Not many common skills.
[21:52] <~Dan> Does Strength affect melee damage?
[21:53] <+rridg218> Yes. A sword has a damage value; say 10. You add your strength score for the full damage.
[21:54] <+rridg218> Distance weapons have a total damage
[21:54] * ~Dan nods
[21:54] <~Dan> What is Skill as it pertains to the character sheet?
[21:56] <+rridg218> It is your base roll for Common Skills and some effects of Fighting Skills. To use fire Building or tracking you would roll skill
[21:57] <+rridg218> Desperate Escape and sneak attack use Skill rolls
[21:59] <~Dan> So it’s sort of a universal rating for your Common Skills?
[21:59] <+rridg218> Yes. Instead of having each skill have a level I put them under a single roll
[22:00] <~Dan> I see… And what is Resist?
[22:01] <+rridg218> You roll Resist to stop spell effects and excessive damage can cause a resist to continue fighting
[22:03] <+rridg218> Sometimes you can resist for no damage, or for half damage
[22:03] <~Dan> So it’s sort of a “saving throw”?
[22:04] <+rridg218> Exactly. Some of my old DnD days creep up in my writing
[22:04] <~Dan> 🙂
[22:04] <~Dan> How is damage rated?
[22:06] <+rridg218> You have a Body Damage score (like Hit Points) calculated from your Reflex and Strength Score. Plus Armor Rates that can take damage before the character does
[22:08] <~Dan> Armor wasn’t common during the game’s time period. Is there a mechanical reason not to wear armor?
[22:09] <+rridg218> Most characters will have a decent Body Damage rate to start, and the Repel Check can stop many attacks from doing damage
[22:10] <+rridg218> I’ve added armor for a more Fantasy feel, kind of a nod to OS games
[22:11] * ~Dan nods
[22:11] <~Dan> I see space for Miracles/Spells. Are miracles distinct from both prophetic powers and magic?
[22:13] <+rridg218> To the Puritan, they refuse to use Magic. Instead they say they are using “Miracles”. They are the same as single word spells
[22:13] <~Dan> Ah, I see.
[22:14] <~Dan> (Howdy, Akyla!)
[22:15] <~Dan> Is the game able to handle scores in excess of 7 for superhuman creatures?
[22:16] <+rridg218> No. a roll of 8 is an automatic fail.
[22:17] <~Dan> So how do you reflect, say, the strength of a troll?
[22:19] <+rridg218> A large troll has a 7 strength for the purpose of rolling for a feat of Strength. The only need to roll on a score that high would be to see if they have an epic failure (8).
[22:20] <~Dan> But shouldn’t a troll be stronger than the strongest human?
[22:21] <+rridg218> The characters raise Attributes with Experience. It would take 240 points to raise a Human to that level from the average of 3. And the average XP per game has been 5
[22:23] <+rridg218> Right now there is no extra mechanic for Superhuman feats.
[22:23] <~Dan> Gotcha.
[22:23] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[22:25] <+rridg218> Well, we don’t run Kickstarters. But we do sell the game on DriveThruRPG at a lower price as we make adjustments. The PDF updates for free after purchase so you will always be in the loop
[22:27] <~Dan> Cool. 🙂
[22:27] <~Dan> Thanks very much for joining use, Robert!
[22:27] <+rridg218> I think you will find the game balanced for play. And we are always open to feedback
[22:27] <+rridg218> My pleasure!
[22:27] <~Dan> I hope you’ll hang out with us in the future.
[22:27] <+rridg218> Thanks for having me
[22:27] <+rridg218> I will make the time
[22:28] <~Dan> Quick reminder to folks: 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.
[22:28] <~Dan> If you’ll give me just a minute, I’ll get the log posted and link you. 🙂