[19:37] <+Ninjacat> Hey, Everybody, Josh “Ninjacat” Brining here, author of I WAS A TEENAGE CREATURE. I’ve been involved in urban fantasy gaming for quite a while, running Buffy the Vampire Slayer games at Gen Con since its first release, and I was on the playtest team with Margaret Weis Productions for the Supernatural RPG in 2009.
[19:39] <+Ninjacat> (Actually, I was running SPN events at Gen Con as far back as 2007, using C J Carrella’s WitchCraft system. My claim to fame for the SPN game was that the monster chapter didn’t have the Shapeshifters in it until I said something…you know, it’s only the monster that THE FREAKIN’ SHOW MADE UP, lol.)
[19:41] <+Ninjacat> So, eventually I decided to try my hand at creating my own urban fantasy game, and I had to decide how I could make it “different”. What keeps the viewers coming back to Buffy or Teen Wolf or SPN, or any other urban fantasy show/book/franchise? Is it the monster of the week? No, it’s the angst & drama of the main characters’ lives.
[19:42] <+Ninjacat> It’s the emotional content of those shows, whether it’s surviving a literal hell of high school, or Saving People and Hunting Things, or whatever. Most RPGs only have the emotional content that the Players bring to the table, getting into character, etc., but I wanted to make the emotions actually PART of the game.
[19:43] <+Ninjacat> So…I did. (We’ll get to that with the game mechanics and character sheet, in a moment.)
[19:44] <+Ninjacat> A brief excerpt from IWATC’s opening:
[19:44] <~Dan> (Beware the character limit.)
[19:44] <+Ninjacat> Welcome to Signal Lakes, a tiny city in Florida, just south of Miami. It’s a decent town, some good people, some bad, most somewhere in between. Like anywhere else in southern Florida, it has lots of wetland: lakes, ponds, marshes, and everything else to boot.
[19:45] <+Ninjacat> The economy’s not too bad, no worse than any other suburb of a major city; the real problem with Signal Lakes is that it is a signal…to the paranormal. According to legend, the Bermuda Triangle is formed between Miami, Bermuda, and San Juan in Puerto Rico, but the actual western tip of The Triangle is somewhere in Signal Lakes.
[19:45] <+Ninjacat> The local shamans claim that the lakes are a signal to lost spirits, guiding them on to their ultimate destination despite all of the paranormal interference in the Veil generated by the Bermuda Triangle. That may be a good thing, but the catch is where Signal Lakes attracts all of the paranormal, not just disoriented ghosts.
[19:46] <+Ninjacat> There are werewolves, vampires, and other things in Signal Lakes, with new creatures being drawn by the town’s Signal all the time. Most of the residents don’t realize that the paranormal exists, and even those that do can almost never tell who might be a part of it.
[19:46] <+Ninjacat> Adolescence is hard anywhere, but in a place like Signal Lakes, where you might struggle with what it means to be human, as well as coming of age, not to mention worrying about things that go bump in the night? Well, if you survive, you’ll be able to claim: “I Was A Teenage Creature”.
[19:47] <+Ninjacat> I WAS A TEENAGE CREATURE is a narrative-focused urban fantasy role-playing game where it doesn’t matter how strong your werewolf is, or how fast his vampire is, or how beautiful her fae is; what matters is how these characters feels, why they’re doing a thing instead of how—what their motivation is, not how objectively capable they are of achieving it.
[19:47] <+Ninjacat> In this game, you play a teenager or young adult, or even a damaged full adult, whose emotions swing up and down and back and forth, and all the more so when the paranormal shinola starts hitting the fan.
[19:47] <+Ninjacat> You might be a badass Hunter who has been raised in the life and taught to compartmentalize their emotions, but how much good is that going to do when your parents, the ones who taught you all those things, are being sacrificed to a demon summoned by a spell-casting madman? In this game, you’ll find out. (DONE)
[19:48] <~Dan> Thanks, Ninjacat!
[19:48] <~Dan> The floor is open to questions!
[19:49] <~Dan> Not a question, but it’s cool that you worked with WitchCraft. CJ shows up here from time to time, and we played an online Buffy-based game with him here.
[19:50] <~Dan> How serious is this game?
[19:50] <+Ninjacat> Nice! There was the old UniFans forum back in the day; I did the MUTANT X conversion, which had over 1000 downloads, if anybody remembers that. *g*
[19:50] <~Dan> Impressive!
[19:50] <+greyauthor> Are you using an original system or have you rebuilt one to fit the setting? And I really like the Bermuda Triangle inclusion, it’s clever and interesting
[19:51] <+Ninjacat> IWATC can be as serious or as campy as a group wants. It presents itself fairly seriously in the text, since it’s all about the angst and drama, but people can choose to play such things up for laughs if they want to.
[19:52] * ~Dan nods
[19:53] <+Ninjacat> It’s an original system, Success-based d10s, stat + Skill (if relevant), usually a half-dozen or fewer being rolled at one time.
[19:53] <+Ninjacat> The catch is where the target numbers fluctuate based on the character and the situation…the Players are rolling against their character’s Emotions, so it doesn’t matter how ____ your paranormal creature is.
[19:54] <+Ninjacat> A character sheet can be seen at: (Link: http://iwasateencreature.com/Entries/WfLG.html)http://iwasateencreature.com/Entries/WfLG.html
[19:54] <~Dan> Well, if you’re rolling stat+skill, doesn’t that matter?
[19:56] <+Ninjacat> technically, yes, in that it determines how many dice the Player is actually rolling. So, if you’re making a physical MIGHT roll, obviously a Buff Werewolf will be rolling more dice than a Computer Geek Ghost.
[19:56] * ~Dan nods
[19:56] <~Dan> Speaking of which, what’s the human attribute scale?
[19:57] <+Ninjacat> But each die being rolled is just as likely to come up a Success for the Werewolf as it is for the Ghost…the Target Number of the roll is the individual character’s Emotion.
[19:58] <+Ninjacat> Low scale, average human is a 2, and that’s a BROAD scope of average…most teens and adults would ALL be 2s in all but one stat, and that one would be a 3.
[19:59] <~Dan> So Liz here has Insight 4… Does that make her a genius?
[19:59] <+Ninjacat> A 4 is a bona-fide genius or professional athlete, etc., and a 5 is human maximum. But it’s ALL Extremely Relative; conditions are dependent on the narrative, and there’s almost nothing that can be considered an “absolute”.
[20:00] <+Ninjacat> No, but she IS a Werewolf…her perceptions surpass human norms. Her Codex is 3, so she was quite bright even before she was a werewolf.
[20:00] <~Dan> Codex being…?
[20:01] <+Ninjacat> Of course, she’s a Main/Player Character, so of course she’s more impressive and important than “regular” people.
[20:02] <+Ninjacat> The stats are broad strokes, as are the Skills; MIGHT is both Strength & Constitution, Toughness, Endurance, whatever. REFLEX is Agility, Coordination, Balance, Fine & Gross Motor Skills, Speed, all of that.
[20:03] <+Ninjacat> INSIGHT is both a character’s Perceptions, into the world around them, their Charisma, into other people, and their Willpower, seeing into their own self. CODEX is other mental capability, Memory, Reasoning, IQ, Problem-Solving, etc.
[20:04] <~Dan> Ah, I see.
[20:05] <~Dan> How may creature types are featured in the game?
[20:05] <+Ninjacat> So, pretty much anything anyone might attempt to do falls under one of the four sub-Attributes. Skills are just as broad, a Cheerleader could use her Cheerleading Skill with MIGHT to boost someone up to a balcony, or REFLEX for timing an important move, INSIGHT for motivation, even CODEX to deduce another school’s gym layout.
[20:06] <~Dan> Ah, so skills aren’t hard-linked to stats. Cool.
[20:06] <+Ninjacat> There are 10 different Creature Types included in the base game, and eight more I will release as expansions, or possibly Stretch Goals in the Kickstarter.
[20:07] <+Ninjacat> Not at all! YOU tell your character’s Story, and if you tell it so a Skill works for the situation, go to town!
[20:07] * ~Dan nods
[20:07] <~Dan> Can you tell us what the Creature Types are?
[20:08] <+Ninjacat> Certainly! They’re actually tied to the Emotions; when a Player chooses their character’s Creature Type, the character automatically shifts their Emotional State 2 points in the relevant Emotion’s direction.
[20:09] <+Ninjacat> LOVE = Humans, Hunters, Psychics (they’re basically all Humans, on the emotional level.)
[20:09] <+Ninjacat> RAGE = Werewolf
[20:10] <+Ninjacat> HAPPY = Fae (Light or Dark…the pertinent question is WHAT makes them so Happy, heh-heh.)
[20:10] <+Ninjacat> SAD = Vampire (they lack souls in this setting, and they know it.)
[20:11] <+Ninjacat> PASSION = (Sex)cubi (they’re only half-demons, not full)
[20:11] <+Ninjacat> FEAR = Ghost
[20:11] <~Dan> (“Oh, if you lack souls and you know it, clap your hands!”)
[20:11] <+greyauthor> Hah!
[20:11] <+Ninjacat> PROUD = Caster (spell-caster/magic-user/whatever-you-wanna-call-it. Think Harry Dresden commenting on how magic gives wizards ego…more than once in the first book!)
[20:12] <+Ninjacat> SHAME = Kitsune (Japanese Trickster fox-spirits, they use shame to teach their lessons…but knowing how shame works is a semi-arduous learning process, heh.)
[20:13] <+Ninjacat> (done)
[20:14] <~Dan> My wife would like to know who or what the antagonists are in the setting.
[20:15] <+Ninjacat> Whomever or whatever the Players and GM make into them. Signal Lakes attracts all SORTS of paranormal weirdness, and then there’s crazy Hunters who believe everything non-human is evil and should be killed…you can pretty much use anything included in the setting as an antagonist, or come up with your own.
[20:16] <~Dan> Do you include any NPC-only monsters?
[20:16] <+Ninjacat> there are some non-PC creatures that are basically stuck as antagonists…mindless undead, wendigo, rougarou…
[20:18] <+Ninjacat> ..and others that make good “non-evil” NPCs, like nature spirits, primals, etc.
[20:18] <~Dan> Another wife question: Do the PC creatures generally get along, or are there any built-in animosities?
[20:20] <+Ninjacat> Well, it’s up to how the Players design their characters, of course…backstory plays a BIG part of it, so if someone makes a Hunter whose family was killed by Unseelie Fae, he may not like a Fae character, whether they have any connections to either Fae Court or not, that kind of thing. (1)
[20:21] <~Dan> But no “all werewolves hate vampires” or the like?
[20:22] <+Ninjacat> The only “built in” conflict is Werewolves and Kitsune…Werewolves are canine enough they are instinctively bothered by Kitsune (as in the actual Japanese mythology,) but they know it’s their inner beast, and can hopefully control their own behavior…and if they struggle with that, that’s all the more Angst & Drama! (2 -done)
[20:22] <+Ninjacat> Not “automatically”, no.
[20:22] * ~Dan nods
[20:23] <~Dan> (How do you pronounce Kitsune, btw? I’m not sure I’ve ever heard it spoken.)
[20:23] <+Ninjacat> Vampires like high population densities, the better to conceal themselves in, and werewolves prefer open land to roam in, so they don’t “automatically” come into direct conflict that often, even if they’re relatively “common”
[20:24] <+Ninjacat> oboy, you’ll get arguments on THAT one! Technically, it’s KEY-TSOO-NAY, think of the Japanese word “tsunami”, or “Ki” being the Japanese version of “chi”, if you’re into martial arts.
[20:25] <+Jezibel> Japanese vowels are only ever pronounced one way.
[20:25] <+Ninjacat> And any Anime fan can tell you “Ne!” is “NAAAAY!” (usually being wailed by an annoying spinster character….)
[20:26] <+Ninjacat> Japanese words don’t stress one individual syllable the way English does, so it’s hard for us Westerners to wrap our heads around the pronunciations. [/lingousitics lesson]
[20:26] * ~Dan chuckles
[20:28] <~Dan> If a teen is a Hunter, I’m assuming that requires weapons. How hard are such things to obtain in the setting?
[20:28] <+Ninjacat> Again, that depends on how a group decides to portray their setting, but Hunter characters DO get training/equipment as part of their character creation.
[20:29] <+Ninjacat> So, even if effective weapons are VERY hard to obtain, a Hunter character still starts with one, or mastery of a basic weapon class
[20:30] <+Ninjacat> ..Has anyone spotted the mechanical twist to the die system yet? (Actually, I suppose it’s spelled out along the bottom of the sheet, heh.)
[20:30] <~Dan> The positive/negative thing? 🙂
[20:31] <+Ninjacat> Yup, it doesn’t matter how strong my Werewolf is, or how fast your Vampire is, or how hott her Succubus is…it’s WHY they’re doing what they’re doing.
[20:31] <+Ninjacat> (Example)
[20:32] <~Dan> (brb)
[20:32] <+greyauthor> Speaking of weapons, can you talk to how combat resolution goes and are the mechanics on the social side too?
[20:33] <+Ninjacat> Say the Monster of the Week has the Hunter guy’s mom by the throat…what does Hunter guy do? The audience at home watching I WAS A TEENAGE CREATURE (a.k.a.: everyone around the table playing the game,) isn’t at all surprised when he shoots the monster with his fancy forearm-sheath slingshot…it’s his Personal Weapon, duh.
[20:34] <+Ninjacat> But the question is, what’s his goal, and what’s his motivation? If he wants to peg the back of the monsters hand so it drops his mom, that’s a REFLEX roll, but if he wants to crack its skull and knock it out, hitting with all the power he can, that would be MIGHT.
[20:36] <+Ninjacat> Furthermore, which Emotion is he using? RAGE, at the monster for threatening his mom, or LOVE for her, to rescue her? FEAR, that he’s about to lose her? PASSION, to use his training well, as his parents taught him? PROUD, to demonstrate he’s learned his lessons well?
[20:37] <+Ninjacat> His Player tells Hunter guy’s Story, to express what he’s feeling, and thus dictate which dice and Target Numbers are used for that roll.
[20:38] <+Ninjacat> Combat is resolved like any other roll, Xd10s (sub-Attribute + Relevant Skills) vs. Emotion being used.
[20:38] <~Dan> So you roll over the TN for positive emotions and roll under the TN for negative emotions?
[20:39] <+Ninjacat> Things can actually get more complex in a social conflict, as opposed to a physical one, where someone being manipulated is forced to use the OPPOSITE Emotion the social aggressor chooses.
[20:39] <+Ninjacat> Thus, a Mean Girl or Bully is all the more likely to make someone with the Outcast Feeling Factor feel MORE Rage, or Sad or Fear or Shame, etc.
[20:40] <+Ninjacat> Correct!
[20:41] <+Ninjacat> Rolling even with the chosen Emotion does not generate a Success. Positive = “+” = Higher Numbers, Negative = “-” = Lower Numbers
[20:41] <+Ninjacat> And thus, Emotional Extremes are dangerous, because a Player CANNOT Succeed on a roll using the opposite Emotion!
[20:41] <+greyauthor> Wow, that sounds really interesting. I don’t think I’ve seen a game where emotion impacts the action. That’s pretty sharp
[20:42] <+Ninjacat> Hah. It took a while to come up with…but once it finally clicked, it was a TOTAL “Eureka!” moment.
[20:42] <~Dan> So if my Rage is 8 and I roll an 8 on a Rage-based roll, that’s not a success?
[20:43] <+greyauthor> Yeah, it’s an innovation, I think. Well done!
[20:43] <+Ninjacat> And response has been impressively positive. I’ve had multiple people say they think it’s something that hasn’t been done before, that i’m hitting a niche that hasn’t been explored properly in an RPG before.
[20:44] <+Ninjacat> correct, you would need to roll LESS than 8, or whatever the Negative Emotion you’re using is at. And visa versa for Positive Emotions.
[20:46] <~Dan> Do you make allowances for circumstantial modifiers, like cover? Or is it all emotions?
[20:46] <~Dan> Oh, Ninjacat, meet CJCarella. 🙂
[20:46] <+CJCarella> Good evening.
[20:47] <~Dan> CJCarella, Ninjacat here has an awesome urban fantasy game in which emotions determine the difficulty of actions.
[20:47] <+Ninjacat> *jawdrops*
[20:47] <+Ninjacat> Holy Crap, HI!
[20:48] <~Dan> Ninjacat: We’re a full-service chatroom. 😉
[20:48] <+greyauthor> Hehe
[20:48] <+Ninjacat> I’ve been using WitchCraft/Unisystem for over a decade to run urban fantasy RPGs.
[20:48] <+greyauthor> *grabs some popcorn*
[20:49] <+Ninjacat> (unsure if you can scroll up to see previous, so: (Link: http://iwasateencreature.com/Entries/WfLG.html)http://iwasateencreature.com/Entries/WfLG.html )
[20:49] <+CJCarella2> And the internet decided to crap out on me.
[20:50] <~Dan> CJCarella2: What’s the last thing you saw?
[20:50] <+CJCarella2> Ignore the zombie version of me, he won’t be doing much talking.
[20:50] <~Dan> (Howdy, Will!)
[20:50] <+Ninjacat> Hah. I just posted a link to the character sheet for you, since i’m not sure if you can scroll back up or not…
[20:50] <+Ninjacat> (Link: http://iwasateencreature.com/Entries/WfLG.html)http://iwasateencreature.com/Entries/WfLG.html
[20:50] <+CJCarella2> Cool UF game where emotions determine diff
[20:50] <~Dan> CJCarella2: I’ll PM you the rest of what you missed.
[20:50] <+CJCarella2> kk
[20:51] <~Dan> Done.
[20:51] <+Ninjacat> What keeps the viewers of Buffy or Teen Wolf or any other urban fantasy media coming back time after time? The monster of the week? Maybe a little, but it’s mostly the angst and drama of the main characters’ lives. So, I built a game that does that.
[20:52] <+CJCarella2> Ah. Nice.
[20:53] <~Dan> Ninjacat was just explaining that how you feel about what you’re doing determines how hard it is to do it.
[20:53] <+Ninjacat> Doesn’t matter how strong your werewolf is, or how fast his vampire is, or how beautiful her Fae is…the question is WHY are they doing whatever it is they’re attempting to do?
[20:54] <+Ninjacat> There are 8 base Emotions in the game, in 4 opposed pairs, rated from 1-10. LOVE-RAGE, HAPPY-SAD, PASSION-FEAR, PROUD-SHAME.
[20:55] <~Dan> Can circumstances affect the target number as well, or is it strictly emotion? Like, what happens if a ranged target has cover?
[20:55] <+Ninjacat> Characters start with base “settings” determined by their backstories & responses to the options therein, but those numbers fluctuate in response to the Story. Puppy love, social frustration, life-or-death terror…the characters’ Emotional State changes ALLLL the time.
[20:56] <+Ninjacat> (whoops, i was answering that, then got distracted by Celebrity Authors & their Zombies appearing…. *g*)
[20:56] <~Dan> (I figured. 😉 )
[20:57] <+Ninjacat> Circumstances affect the Difficulty of the roll, but not the target number the Player is rolling against, their character’s chosen Emotion. If the monster of the week has cover, then the Difficulty to hit it will be higher, meaning the PCs need to roll more Successes with their chosen attacks.
[20:59] <+Ninjacat> Whereas if they set a clever trap, the Difficulty would be correspondingly lower. And IWATC is so */NOT/* a paranormal combat simulator…if the Players can come up with some other plan, use non-combat abilities to defeat the enemy or save the day…More Power To ‘Em!
[21:00] <+CJCarella2> Interesting stuff.
[21:00] <~Dan> Now, see, I appreciate that. Some games with… well, I hate to say “gimmicks,” but I think you know what I mean… often throw circumstantial stuff out the window as irrelevant.
[21:00] <~Dan> Do all of the creature types have the same power sets?
[21:01] <+Ninjacat> Or are a little TOO narrative-focused/free-form. *cough* Apocalypse Engine *cough*
[21:01] <+Will> Some games manage to actually penalize being clever, which is weird
[21:01] <+Ninjacat> Oh, that hurts my head, lol
[21:01] <~Dan> True, Will.
[21:02] <+Ninjacat> same power sets in what sense? -But I’ll safely assume the answer is “No.”
[21:02] <~Dan> Well, I mean, do all werewolves have the exact same powers, for example?
[21:02] <+Ninjacat> Ah, I getcha. Yes…in a sense.
[21:04] <+Ninjacat> Character Creation is a point buy system, with different Traits having different costs, and Creature Types being package deals. Psychics and Fae are extremely “cheap”, but don’t come with much, the Player having to craft most of their character’s paranormal Abilities, and pay for them.
[21:04] <+Ninjacat> Whereas others, like, Vampires, Werewolves, and (Sex)cubus, cost 10 points up front, but come with quite a few Abilities as part of the package.
[21:05] <+Ninjacat> So, all Werewolves, Vampires, Whatever, START with the same “base” Abilities, but more can be added, if a Player wants their character to have Abilities above and beyond the “usual”
[21:06] * ~Dan nods
[21:07] <~Dan> What are the powers of psychics and mages like?
[21:08] <+Ninjacat> The other “unique” thing I’m doing with IWATC is including crunch-tables for those gamers who DON’T want a narrative-focused urban fantasy. If they want to know exactly how many points each Trait costs and adjusts, to turn the narrative effects of various Traits into mechanical effects they can count on and manipulate, that’s an option in the Appendix tables.
[21:09] <+Ninjacat> Both are fairly different, but there’s some cross over. Casters can purchase the less-expensive Psychic Abilities, at an increased price.
[21:10] <+Ninjacat> The Psychic Abilities are spelled out in a big list the Player chooses options from, whereas Caster options are more along the lines of what KIND of Caster they are, leaving the specifics of the magic up to the Player and the narrative.
[21:11] <~Dan> So magic is freeform?
[21:12] <+Ninjacat> Fairly. If a group wants to go all Harry Dresden and have a guy who’s throwing Elemental Blasts around, they can, or if they want to keep things toned down and involving lots of ritual and hard-to-get-components, they can do that, too.
[21:14] <+Ninjacat> Psychic Ability usage is limited by cumulative Stress, so a Psychic will take themself out of a scene if they turn it up to 11 (or 13…) on someone; magic is limited by three metaphysical laws that the GM can enforce as they see fit.
[21:14] * ~Dan nods
[21:14] <~Dan> What are Angst Points?
[21:15] <+Ninjacat> Basically Drama Points from Cinematic Unisystem, or Plot Points from Cortex, etc. Can be spent mechanically or narratively, Players earn them by playing up their character’s flaws (or getting picked on by the GM), etc.
[21:17] <~Dan> Gotcha. Cool.
[21:17] <~Dan> Does that include choosing unfavorable emotions to use for rolls?
[21:18] <+Ninjacat> The narrative focus means the game is structured to reward creative thinking and stortytelling…tell your character’s Story so their best Traits fit the situation reasonably, and you’re aces…until the GM deliberately puts you in a situation where your character’s strengths are the least appropriate things to use.
[21:19] <+Ninjacat> It does, although that *IS* flying in the spirit of the game, and GMs are recommended to frown upon such “abuse”.
[21:19] <+Ninjacat> Whereas if a Player chooses to EMBRACE the obvious emotional leaning of a scene and runs with it, they receive bonus Growth Points (experience).
[21:20] <~Dan> Ah, I see.
[21:20] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:22] <+Ninjacat> Hmm, I think the only big thing that wasn’t /expressly/ covered is the idea that the game is emulating a young-adult urban-fantasy TV show. I’ve found it helps people get into their characters and flesh out a scene when they’re thinking of it as the next “Buffy” or “Teen Wolf” or whatever.
[21:23] <+Ninjacat> If they consider their character to be someone who could star on a show like that.
[21:23] * ~Dan nods
[21:24] <~Dan> Well, I have to say that this looks like a really innovative game, and I don’t say that lightly.
[21:24] <+Ninjacat> Thus, each PC has their Trope, such as Liz’s “Overwhelmed Innocent” (which is a slightly complex Trope, but is probably fairly obvious in the context of her backstory.) If you’re playing a one-shot of IWATC at a con or something, and you’re handed a character sheet that says “Ditzy Cheerleader” or “Computer Nerd”, you already know how to play that character.
[21:25] <+Ninjacat> Then it’s just a matter of figuring out what it means when your Ditzy Cheerleader is a Werewolf, or your Computer Nerd is a (Sex)cubus.
[21:25] * ~Dan nods
[21:26] <+Ninjacat> Thank You; it’s quite gratifying to hear. *g*
[21:26] <~Dan> Standard reminder: My virtual 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.
[21:26] <~Dan> Thanks so much for joining us, Ninjacat!
[21:26] <+Ninjacat> Heh.
[21:27] <~Dan> I hope you’ve enjoyed your visit and that you’ll hang out with us as time permits in the future. 🙂
[21:27] <+Ninjacat> And I’ll add that I WAS A TEENAGE CREATURE will be Kickstarting by the end of the year, hopefully in August or September.
[21:27] <+Ninjacat> Spreading the word can only help!
[21:28] <~Dan> If you’ll give me just a minute, I’ll get the log posted and link you. 🙂