[19:30] So I’m Dane Asmund, lead design for Cosmic Mirror Games, and this year we have three new TTRPGS! The first of these games is the big one, and will probably be our primary focus.
[19:30] Confluence is Era 9 of 14 in a series of Cosmic Mirror Games, and in this world, due to some space and time shenanigans, denizens from all the other eras, their races, cultures, items, and unique magic/technology systems are all colliding in this one world.
[19:30] The undead hordes from the 7th Era of Mortalis clashing with the hypertechnology of the 11th Era of Ferrougos; The uncontrollable mad artists of the 10th Teatro Grottesco colliding with the controlling senate of the Mirrar from the 12th Era, Umbra & Mirn.
[19:31] This game is a big core book, and will be some 450 pages. We also have two smaller games in the Kickstarter this year:
[19:31] NuAEther is a game system that is more light weight, and works well for simple hack and slash adventures, being made more unique with a slew of mutations, mechanix limb replacements, and magic spells and powers.
[19:32] Generations is a smaller and more narrative driven game system that is an alt-Earth where, when you die, your next generation of offspring is born from your corpse, keyed to a new element, granting them mild powers over it.
[19:32] While the big focus here is Confluence, I am more than happy to talk about either of the smaller games!
[19:38] How many races are in the core book?
[19:39] So, as far as playable, I worked it down to 10 core races for the book that can be played, but all the other races (30+) from the other worlds are included in a sort of bestiary section, but sans rules on how to play them
[19:39] So for the core races people can play:
[19:39] Fallen Gods come up first, and are as their name implies. You pick a domain of power, and gain abilities based on it. Your overall goal is to maintain divine power, perhaps gain afollowing, or truly join the mortal races as one of their group
[19:40] Then after them are Men, your standard vanilla race, though scared out of their minds from the undead hoardes of their world– and after that Raiths, a rat-folk race from the tunnels of Labyrinthea. Wise and secretive, but overall amiable.
[19:41] There are mad artists called The Hollow, mostly humanoid, but they were made by an echo of a god, and as such arent quite real human beings either, pretending and acting out their emotions. There system is built around emotional drives
[19:41] Following them the Chell, the aforementioned insectoid super-tech race
[19:41] And then two from one era, the Umbrans and Mirrar, who are from my previous game book Umbra & Mirn (which you can check out on Drivethrurpg)
[19:42] So it’s sort of like a MMO. ‘mountains mountains oh now a forest’… heh
[19:42] A near god-like race called the Diluvians, who have seven consciousnesses, and as such, a sort of 7 characters in one thing going on
[19:42] And finally, two races from the 14th Era, the Hahen (who are a form of sentient color), and the V’sal, a race of beings made to house outer-plane demons and spirits
[19:43] So quite an array of races, all filling unique niches, and each comes with hints of their subsystems that will be expanded on in their game setting book
[19:43] Wait, Umbra and Mirn. That sounds familiar. They the ones not awake at the same time?
[19:43] Umbrans and Mirrar share a soul, so in that game setting only one of their worlds was active at a time, and the other world went to sleep
[19:44] DaneAsmund did a Q&A about that one as well.
[19:44] But in this setting they are in the same world, so instead one is out of existence while the other is awake, and they swap places as they sleep
[19:44] Letting one player play two characters from two disparate races
[19:44] Will I suppose! I hadnt considered it being like an MMO haha
[19:45] So yeah– the races section of the book features long sections on each playable race, including elements of their subsystems, with enough choices to really give players of the same race completely different play styles
[19:45] What is the highest tech level in the setting?
[19:45] You’ve got a variant of tech levels, something like a medieval setting is common for most, but then the Chell bring in exo-suits that have laser blasters on t he ends of prehensile cords they control with their minds– so it’s a wide range there already.
[19:45] However, the Chell and others from their world struggle to find power for their tech
[19:45] That’s great. Go to the bar. Take whoever you want home. Let the other you deal with it in the morning.
[19:45] So it’s powerful, but limited use
[19:46] Geek2theRight haha, very true! Umbrans are more tribal and individualistic, and Mirrar are nationalistic, and they never had to share governing systems before
[19:46] it is getting tense for them now!
[19:47] Beyond the hyper future tech of alien lasers and biological scanners of the Chell, there is also some super mystical tech from the Diluvians that can do the real weird stuff
[19:47] Oh? Like what?
[19:47] People mostly stick with what they know, sort of like trying to teach a peasant from the 1500s about cellphones
[19:47] Diluvians have a machine called a Mind Splitter
[19:47] it can split someones consciousness to allow for extra minds, sort of like the Diluvians have
[19:48] Of course, it works best on their own kind, and can be detrimental psychologically for humans or other races
[19:48] Or an orb that can be smashed to take those in a radius out of time and space for an hour or something fun like that–
[19:48] I’m of two minds about that device.
[19:48] Diluvians kind of fuse magic with tech
[19:49] Dan < Very funny
[19:49] I think that this game can come across as super overwhelming at first, which is why I suggest seeing what players want to play, and sticking to those races at first, slowly integrating other races to get a full feel
[19:50] I suppose the other thing is what is available to people in the world
[19:50] These space and time rifts that are taking things from the other eras are doing so minorly, so even though Chell technology is wildly strong and important, even the Chell have limited supply
[19:50] So a lot of it is what they can jury rig in this new world
[19:51] When you run out of energy sources, you have to go back to plowing the field by hand, and all that
[19:51] I would almost say that because of that, the more ‘primitive’ races have an advantage
[19:51] They know how to live a simple life without tech, the Chell have to relearn it
[19:52] Open to any new questions or direction for me to blather on about : )!
[19:52] What is magic like in the setting?
[19:52] And how powerful on the high end?
[19:53] It varies, and some of that is because some magic systems come later– So let me try to break it down quickly
[19:53] Gods have divine power, which doesnt get “godly” because of how weak they are, but gods of life can cause crops to grow rapidly, gods of death can draw someone over to death if they are willing, etc
[19:53] Men have a couple options, either witchcraft (making pacts with demons, spirits, or old gods) for minor magic power, like giving someone illness, controlling an animal, etc
[19:54] Or candle craft, which is tied to their religion. They bless and light candles to, mostly, deal with the undead
[19:54] Raiths, the rat-folk, have smoke manipulation magic, letting them weave illusions out of it, that sort of thing
[19:55] And Hahens, the race that was once sentient colors, does some basic psychic stuff– telepathy, post cog, precog
[19:55] what do you actually do in the settnig – what would a default PC group look like and a default adventure?
[19:55] People from the final era, Solare, will have the most robust magic systems, but they are too big to include in this core book, but they are like a toned down version of D&D magic, like 1st-5th level spells
[19:56] So it sounds like magic is on the weak side?
[19:56] xyphoid The setting is rich with inter-world conflict, but it is also home to a wild trove of treasures. Literal labyrinths filled with treasures exist in the world from the 8th Era, while Diluvian technologies from the 13th are so powerful they are like godly artifacts. This setting is hugely perfect for typical d&d style adventuring for riches and fame
[19:56] but there are also lots of options for international and inter-race politics
[19:57] Groups can mingle any of the races with no drawbacks, and in many ways it functions like any other TTRPG, just that each race has a richer background and history
[19:57] Dan magic is a bit on the weak side. This all began from me making my big setting, Solare, as a D&D mod book, and realizing D&D didnt quite fit everything I wanted to do, so overall magic is weaker
[19:58] I feel like if magic is weaker, it gives people themselves more agency– otherwise it quickly becomes one person (friend or foe) overtaking everyone with crazy powers
[19:59] * ~Dan nods
[19:59] xyphoid cont’d: But also, the ways in which races mingle are cause for war or other drama, so players can be involved in any type of game there, pure social politics, warfare control, or small group adventuring
[19:59] Fair enough.
[19:59] For example, Men are horrified of some of the other races, staying in their walled cities and driving off enemies
[19:59] Sometimes though, they decide that defense is not enough, and that the horrid rat-folk that remind them so much of their own plagues from their world should be removed from the area
[20:00] Fallen Gods think they should still be worshipped in some cases, and can incite entire cults into frenzies
[20:00] There’s so much in the way of options to really represent each world, I think the game runners might want a break before they run out of options!
[20:01] Do you feel that answered your question xyphoid?
[20:02] Are there any built-in bad guys in the setting?
[20:03] Oh most certainly. Every world kind of supplies their own, but there is more to it than that– they sort of hook up with races from the other worlds and become big enemies
[20:03] But not all of them are explicitly bad either– so for example
[20:04] From Mirn, there are a race of reflections that emerge from mirrors to replace people, their goals were determined by their creator to overthrow Mirrar society at all levels. When these reflections come to Confluence, some seek the same thing, overthrowing all society, being agents of chaos, while others seek new meaning in life
[20:05] Opposite that, the Mirrar, one of the 10 core races, has every bit of hopes to control this world under their senatorial government, essentially using the other races and worlds to further their own nationalistic agendas
[20:05] So even the core races are sort of enemies, depending on their allegiances
[20:05] Do you have a character sheet that we can see?
[20:05] Some Fallen Gods seek to exploit the other worlds and races for ways to reignite their divine sparks, become full gods again, and they are not too kind to the other races that they steal this power from
[20:06] Oh certainly! Let me just get it in here…
[20:07] Actually this is a great moment to just do this:
[20:07] All three games (Confluence and the smaller two in the Kickstarter) have playtest PDFs you can check for free here: (: http://cosmicmirrorgames.com/downloads/)http://cosmicmirrorgames.com/downloads/
[20:08] And on that page are character sheets for all of them, and a couple smaller ones that are free for testing and play
[20:08] Keep in mind that the Confluence game book playtest PDF is just 150 or so pages of the 450 of the final one, so it’s a barebones, mostly just system stuff, PDF
[20:09] Okay, checking out the Confluence character sheet here…
[20:09] Most of the races use that character sheet you can download there, but a few (The Hollow, and the Diluvians) have unique sheets because their additional systems cannot fit on a generic sheet.
[20:10] Lots of attributes!
[20:10] Sure : ) There are 2 pages to a player sheet, and 2 pages to the Story Leader sheet, which is an optional way to help Story Tellers keep track of things
[20:10] Is this an attribute + skill system?
[20:10] Yes, there are 12 core attributes. It uses Specialties instead of Skills, so the gist is this:
[20:11] In D&D for example, if you have a high Dex score, you are just innately good at a lot of things, balancing, tumbling, dancing, lock picking, etc
[20:11] I wanted to break that down a bit
[20:11] * ~Dan nods
[20:11] So Dex is broken into Grace (full body movement dex related things), Finesse (manual dexterity) and Reaction (as it sounds)
[20:11] But instead of Skills, which is how D&D breaks down things into greater specificity
[20:11] We have specialties. There are listed suggestions for them, but basically it can be whatever you want
[20:12] So when you do your Underwater Basket Weaving action, you take Finesse + your Specialty (if you have one) in underwater basket weaving : )
[20:12] But for the most part you are relying on just the attribute, as not everything will have a specialty bonus
[20:13] Confluence uses a simple dice pool system based on d6’s, focused on getting successes (5’s and 6’s).
[20:13] So you want to life a boulder? Might 4 and specialty under Might of Lifting 2? You roll 6 dice
[20:13] It’s pretty simple overall, but I hope more specific in a way that helps differentiate characters based on attributes
[20:14] There are also the odd-ball Attributes of Sanity and Faith, and each of the different Eras might bring in a new one for a race, such as Mana, Integration, or Minds
[20:14] are there rules for the PC’s to use mecha?
[20:14] These are almost never rolled, but more measures of the related attributes
[20:15] GenoFoxx Not quite mecha perse, but the Chell do have sort of exo-suits that help them utilize additional tech devices or weapons
[20:15] The heavier exo-suits would be akin to light-weight, personal sized mecha I suppose
[20:15] They are energy guzzlers though, so not super practical!
[20:16] I see a space for powers… What sorts of powers would those be?
[20:16] In order to make this sheet work for each race as best I could, there are general areas like those. For Fallen Gods, they could write down their Divine powers there. For Umbrans, they have racial powers based on their sub-race. Etc, etc. Many are like daily racial powers, minor magics
[20:17] There are also possibilities of world overlap– a being from a different world than the Fallen Gods can get an ability (think like a feat) that gives them a minor bit of Divine power
[20:17] * ~Dan nods
[20:17] Then they can use some of the lesser divine miracles that Gods have
[20:18] I see that this is a level-based system?
[20:18] Right– but not quite like other level systems
[20:18] How so?
[20:19] Im not a huge fan of classes, so I broke away from that
[20:19] When you level up, you get a level point
[20:19] You spend the points like XP to buy up stats, get new powers, abilities, etc
[20:19] But you still have a generic level on your character
[20:19] This is to give players and story leaders an idea of the power level
[20:20] Because how you level up is up to you (do you spend it on combat things, social things, something else entirely?), a level 50 character could still be bested by a level 30 combat-focused character, but it does help players remember their growth from character creation
[20:21] My goal as a designer is to make sure spending level points is equal, so getting one big thing should cost more points than getting a few small, weaker things
[20:21] But there is definitely room for level differences to be overall not a huge deal
[20:21] There are also ways to streamline your Level Point spending
[20:22] How so?
[20:22] Titles are sort of like pseudo-classes, they range from 1-5 ranks, and give you particular level ups at a cheaper rate
[20:22] For example
[20:22] If you want to be a thief-like character
[20:22] You can spend your level points in the Thief title, at the first rank just gaining a basic ability that is right now overpriced, but at the second rank getting some boosts for cheaper to certain abilities or attributes
[20:23] So there are kind of like pre-made packages for players who want to play into a traditional class or niche, and because it is inflexible, it is a bit cheaper
[20:23] But if you want to reach across different fields, be social and combat, or mental and combat, or all three, or just have the weird powers and options, you can set off on your own and spend your level points as you want
[20:24] It’s like a class-optional system
[20:24] Sounds cool.
[20:25] I know that combat is a point of interest for you- especially the issue of Strength based characters doing tons of damage with any weapon
[20:25] I tried to change it up here
[20:25] Different attributes are keyed to different weapons or weapon groups
[20:26] So Might, your traditional strength, applies to rolls with basic 1-handed weapons, while Stamina is actually used for the big 2-handers. Some 1-handers that can be 2-handed (longswords) still use Might though
[20:26] And damage is entirely based on the weapon, with the option for extra damage to be rolled during combat. Let me walk through that real quick
[20:27] If I want to attack someone with my long sword, I take my Might (3) plus any specialties in long sword (2), and subtract my target’s Defense (2)
[20:27] I roll 3 dice, and get one success (a 5 or a 6 on the d6)
[20:27] If you succeed, you reroll all successes, so just the one in this case
[20:27] If you succeed, it’s an extra damage
[20:27] per success*
[20:28] Right, right…
[20:28] Long swords are 2 damage, so I could score an extra 1 if I got that reroll for 3 total
[20:28] So your attributes that you use to roll the attack can score you extra damage, but you dont just GET extra damage by having a high attribute score
[20:28] * ~Dan nods…
[20:28] ranged weapons run a bit different, with unique attributes depending on the weapon
[20:29] Bows run on Grace, for full body posture and movement (though of course Might is a big part of it, I decided to tag it here to differentiate it a bit more), crossbows run on Perception for aiming, blow guns on Stamina for breath, thrown weapons on Finesse, etc
[20:29] So no one is coming in with high strength and just picking up any weapon they want and doing it well
[20:30] Gotcha. That’s cool.
[20:30] I’m also interested in smaller numbers, so damages range from 1-4 mostly
[20:30] player HP is 5+Heart attribute
[20:30] So at creation, where attributes are mostly 1-5, 6-10 HP
[20:31] Rolling three 6s on an attack roll is a critical, adding one damage to the attack, so a proper crit with, say, a Great Sword, and successfully rolled bonus damage could outright kill a character who has the minimum health
[20:33] That makes sense.
[20:33] For the most part that is the overall rundown of combat
[20:33] There’s of course armor, which can reduce damage, but the rest is very similar to what TTRPG players are familiar with
[20:33] Can you say a bit about the setting of NuAEther?
[20:34] intiative setting, rounds of combat, etc. I am pushing for story leaders to roll players’ intitiatives well before combat though, to help flow game into combat faster
[20:34] NuAEther is under 100 pages, a small game system. It’s based on isometric action RPGs like Bastion, Transistor, Hyper Light Drifter, etc
[20:34] The game world is a bunch of floating islands in the sky that orbit around in weird patterns, and the world is very video game-like
[20:35] None of those names mean anything to me, unfortunately. 🙂
[20:35] there are way more ruins than there should be from ancient civilizations no one seems to know about
[20:35] Farmers have small crops, but never run out of items to sell you
[20:35] Stores have no end to their gold to sell or buy things with, etc
[20:36] The game system is super generalized– all basic melee weapons do the same damage, but can be of any kind, and as your characters level up, shop keepers start carrying +1 versions of things, +2, so on
[20:36] The game world is run through by a flowing stream of Aether, that alters and mutates people that is gets too close to
[20:36] The game system has different health totals for each body part, with the goal of losing limbs to get them replaced by weirder ones
[20:37] There are 90+ mutations, magic, and mechanical options in the playtest book so far
[20:37] So you can lose an arm only to replace it with a flamethrower, or a tentacle, or something weirder still
[20:37] combat is a primary focus, and is pretty fast and dirty
[20:38] But I would consider this system + setting to be very one-shot centric, it can do larger campaigns, but it’s so much more fun to take in a character and have them mutilated, losing limbs and coming out the other side with more and more unique bits
[20:38] Heh. I can see how it would be. 🙂
[20:39] How far out are the mutation?
[20:39] It has all the hallmarks of most action RPG games, woods filled with mutated wolves, witches, swamps with giant spiders, robot guardians in old temples
[20:40] Mutations I think run the gamut of the normal ones youd expect, like tentacles, or ooze limbs, to invisible psychic limb replacements, or whole body changes, like wooden skin, glass skin, or insect hives within a limb
[20:41] Magic is a bit slimmer pickings right now, but has stuff like a once per day auto-ressurection effect, an annihilation cube that can destroy anything it touches, or odd takes on teleporting called reporting, where you teleport back to somewhere you have been in the last 10 seconds or so
[20:41] Will you are so right, why do I not have a chair head mutation?
[20:41] * +Will grins
[20:42] The Kickstarter has some stretch goals that will involve me writing on way more options for all three games for players, but right now the goal is to double mutations and magic option numbers to be closer to 200
[20:42] Making up, I think, the majority of the book
[20:42] What’s the tech level like in NuAEther?
[20:43] Tech level is sort of diesel punk? I might be using that genre wrong haha, but we’re talking limb replacements, small mech suits. People have laser guns, light beam swords, but also use full plate and good old steel weapons
[20:44] Because the game’s weapons and armors are generic in stats, the setting supports people running around with their katanas while other people have laser sniper rifles
[20:44] The game isn’t concerned with the big difference
[20:44] * ~Dan nods
[20:44] Genofoxx asked about mechs earlier
[20:44] Those will be, at least on a medium sized level, options in this
[20:44] (GenoFoxx always asks about mechs. 🙂 )
[20:45] If people dont want to mess with mutations and magic, they can deck themselves out in mechanical augmentations, and get mechs to keep up with their magical, mutated counterparts
[20:45] Because the mutations and magic require people to spend points in particular attributes, they can choose to abstain from it entirely
[20:45] Everyone gets their cake, and gets to eat it!
[20:46] But yes, for this the setting is less of a key element, it’s a vague, action heavy RPG world with anything you need in it to make your story work. The primary focus is on character options, combat, and quick and dirty fun
[20:46] Nothing wrong with that.
[20:47] How much of a bestiary is included?
[20:47] All of my own games with my groups are story heavy, so somtimes we want a simple big of mindless hack and slash, but with some fun, so that’s NuAEther
[20:47] Right now the bestiary is just 18 entries, hoping to expand on that by another 18, but determining enemy stats is super easy
[20:48] The system uses single d10s, you try to roll over your attribute
[20:48] They start at 10, and are bought down at creation and with level points
[20:48] So when you fight an enemy, your story leader just says to increase or decrease your attribute by 1 or 2, depending on how easy or hard the enemies are
[20:49] Whoops! haha, got moved off the ab for a second there
[20:50] No worries. 🙂
[20:50] But the game is super pixel-inspired, you can see it in the playtest PDF art
[20:50] What is the core mechanic of NuAEther?
[20:50] (: https://drive.google.com/file/d/0B-b_1nA5lBH_bFBaYzRHSGZ3SDQ/view)https://drive.google.com/file/d/0B-b_1nA5lBH_bFBaYzRHSGZ3SDQ/view
[20:50] The core mechanic is just the d10 systems I was talking about with the combat. So you have 3 combat attributes, Attack, Block, and Dodge
[20:51] and 3 non combat: Might, Speed, Intellect
[20:51] They start at 10, and are bought down at creation and over time
[20:51] You roll a d10 and try to get over your score, with additional +s or -s from your Story Leader
[20:52] Then you have 2 other attributes, Biorhythm, and AEther. These determine your capacity to gain mutations, or magic respectively
[20:52] At creation you get mutations or magic of your choice, but after that all bets are off, your story leader can give them to you randomly, or specific ones from interaction with radioactive items or the like
[20:53] Page 9 of the PDF there is the sheet
[20:53] Oh, I forgot to ask about the bestiary for Confluence.
[20:54] So Confluence is a bit weird on this–
[20:54] Ive got 20 pages of 80 individual animal entries, covering most any animal you might want, or at least one close enough for you to use for something not on the list
[20:54] Then a section of the 30+ non-playable sentient races
[20:55] A small 20 entry monster bestiary is included, with your generic monsters, but the game book lacks a robust monster bestiary for a couple reasons
[20:55] Next year (always thinking ahead here), is the Kickstarter for Labyrinthea and Mortalis, Eras 7 and 8
[20:56] Labyrinthea will have over 100 of all your favorite dungeon-crawl-esque monsters from TTRPG favorites, dragons, orcs, trolls, giant spiders, etc
[20:56] while Mortalis has a bestiary of 100+ unique undead, spirits, and demons from real-world mythology
[20:56] So next year is both 2 whole new settings, and a mass array of monster options to grow out from what is in Confluence
[20:57] Also: one of the stretch goals for this years Kickstarter is the companion book, Confluence: Dangerous Hunts
[20:57] it would be a 100 page book of 25 big ol’ boss-level monsters from across the eras, each one getting its own, 4 page entry
[20:57] lore, lair information, art, unique mechanics, etc
[20:57] While it doesnt look like that stretch goal is going to be met, I’m still going to make it, it just might be art-less for a bit while I scrape up the funds myself
[20:58] * ~Dan nods
[20:58] So Confluence is more focused on the many sentient races, not so much monsters of the giant insect or tunneling desert worm variety
[20:59] Each game book will bring in more race information and unique monsters and wildlife from each world, so it will be fairly slim here at first, but grow very quickly
[20:59] Now, what’s the setting of Generations like?
[20:59] Also a stretch goal was adding more monster options, so who knows. Maybe we’ll get lots of backers in the last week : )
[21:00] Generations is an alt-Earth where, when people die, their offspring is born from their corpse at the age of their lineage’s very first death
[21:00] So it’s Earth, just people die very differently
[21:00] Also, when born, they are keyed to an element (Fire to Air, and abstract ones like Zone or Yaup) that give them mild powers over that element
[21:00] So Earth, but everyone has mild super powers!
[21:01] Zone or Yaup?
[21:01] Also, with the help of some regressive memory therapy, your characters can tap into elements your ancestors had
[21:01] Yeah haha, right now there are 60 elements in the playtest doc
[21:01] So you kind of want your First to have died relatively early
[21:01] Zone is a more abstract element, obviously, that deals in what is acceptable or taboo in a socially greated zone
[21:02] So you can alter, and even create what is acceptable or taboo in a region
[21:02] And yes Will, the game system rewards you for dying : )!
[21:02] It’s mostly narrative, so combat is free form, and very deadly, which only helps keep your characters going and becoming more interesting
[21:02] Because it’s alt-earth, it can be played in any time period, and any setting
[21:03] How can combat be both free-form and deadly?
[21:03] Google and wikipedia can bring anyone up to speed on a particular historical era, making the sources for reference very accessible
[21:03] So for example of combat
[21:04] weapons have generic damage values on them, but your story leader can also determine that a point blank shot to the head was deadly
[21:04] Players act first as a group, then enemies, and they can act together
[21:04] The combat system is not at all rigid, but almost always ends in high damage
[21:05] Damage taken goes directly to your attribute pools, so dying is pretty quick and common when weapons come out, much more akin to real life in some ways there
[21:05] Are there monsters in Generations?
[21:06] No monsters, just people. Which I’m sure we could find 100 quotes saying the worst monster is man and all there : )
[21:06] The system here involves 4 attribute pools, Intensity, Compassion, Resolve, and Deceit
[21:06] And they are pools. When you want to take an action that you roll for (something that can fail), you bet at least one point from a pool most aligned with the activity
[21:07] You roll 2d6 and add the bet points, aiming at a target difficulty somewhere between 3-17, depending on how hard it is
[21:07] If you succeed, you get 1 bet point back, making betting one point worthwhile, as you never run out
[21:07] if you fail, you lose the bet point entirely
[21:07] You can bet up to 5 points at a time, if you want to do something super difficult
[21:08] You regain a few points daily, and from medical treatment, but these pools are also where damage hits you
[21:08] if one pool is empty, you become overwhelmed and lethargic
[21:08] If two are, you die
[21:08] Sounds like a pretty steep death spiral.
[21:09] Absolutely, but since death is a core game mechanic, it works out for everyone : )
[21:10] It’s pretty easy to take non-combat actions and never get too low, points wise
[21:10] But when combat comes around, death is sure to follow
[21:10] * ~Dan nods
[21:11] I think Generations is really great because it is narrative driven, which is more my playgroup’s style, but its super lightweight, so game mechanics dont weigh down on what you do too much
[21:11] It’s very quick to pick up, but made for longer games
[21:12] How does combat work in Generations?
[21:13] Completely the same as its base mechanic. Your Story Leader picks a number to be the target difficulty to hit a target, and you bet some points and roll 2d6
[21:13] the breakdown is using Intensity for general combat, Compasion to save a friend or protect someone, or Resolve for self defense, but its all malleable
[21:13] If you hit, you deal damage based on the weapon
[21:14] Weapon damage levels vary by weapon size or potential for destruction mostly, but range on 1-4, with 6 or 8 for outliers like rockets or grenades
[21:14] When combat begins, players act first, then enemies, unless the enemies get a surprise attack on players
[21:14] NPCs have simple health pools, while players have their attributes to act as health pools
[21:15] powers can be used where applicable, and have listed damages
[21:15] If I’m fire attuned, I’m certainly not going to punch people if I can become a flamethrower : )
[21:16] If you have access to one of your ancestor’s powers as well, you can combine them in one action
[21:16] But using ancestral powers pulls from a limited pool of points, so you have to manage usage of those carefully
[21:16] An odd combination Ive seen is Quiet and Air, creating a breeze that silences all areas it travels over
[21:16] Or Fire and Water, dousing your allies in water while hitting an area in a cone of fire
[21:17] In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:17] It has gone on a while haha, I could probably type for days!
[21:18] Sure– this is Year One for me. Last year I put out a game book, and this year doing 3. I intend to keep doing this every year
[21:18] So any help you can offer, if it’s just $5 or a share of the Kickstarter link, is hugely helpful
[21:18] I want the game books to come across as purely professional, and the biggest element of that is art
[21:18] So back if you can, share if you can’t!
[21:18] And be sure to tip Dan when able, he’s a blessing for doing these : )
[21:19] (: https://www.kickstarter.com/projects/cosmicmirrorgames/cosmic-mirror-games-year-1-confluence-nuther-gener)https://www.kickstarter.com/projects/cosmicmirrorgames/cosmic-mirror-games-year-1-confluence-nuther-gener
[21:19] Thanks Dan!
[21:19] You’re welcome!
[21:20] Usual reminder: My tip jar is at (: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ for those so inclined.
[21:20] Now, if you’ll give me just a moment, I’ll get the log posted and link you!