[19:33] <+RememSean> I am RM Sean B Jaffe, one of the creators of Rememorex, the tabletop RPG of suburban 80s horror! Here’s the KS: (Link: https://www.kickstarter.com/projects/nerdycity/rememorex)https://www.kickstarter.com/projects/nerdycity/rememorex
[19:33] <+RememSean> It’s a tabletop game in the style of Goonies, Gremlins, ET, or Stranger Things.
[19:34] <+RememSean> I’m here to answer your questions about whatever!
[19:34] <~Dan> Ready for questions, RememSean?
[19:36] <+RememSean> Sure thing!
[19:36] <~Dan> Thanks! The floor is open to questions!
[19:36] <+Liv> How have all the test plays been so far? Haven’t made it to any but they sound like a blast!
[19:36] <+RememSean> They’ve been a lot of fun! We’ve been doing a haunted house story set in the default location of Clearfield!
[19:37] <~Dan> (Welcome to #rpgnet, ArielBaird!)
[19:37] <~Dan> Can you tell us more about that default location?
[19:38] <+RememSean> The default setting is Clearfield, 1986. However, to mix it up, we’re doing demos in 1982. It’s a boring little suburb in Southern Delaware set around a man-made lake.
[19:38] <~Dan> ( ArielBaird: Here for the Q&A? 🙂 )
[19:39] <+RememSean> There are three townsin Clearfield County: Clearfield, Fairview (where the rich kids live) and Gossettville (where the Lockheed plant is.)
[19:39] <~Dan> (Welcome to #rpgnet, SextonHardcastle! Here for the Q&A? 🙂 )
[19:39] <+SextonHardcastle> Yep I am.
[19:39] <~Dan> (Pull up a virtual chair and ask away! 🙂 )
[19:39] <+ArielBaird> Yes, sir/ma’am!
[19:39] <~Dan> (Ditto, ArielBaird! 🙂 )
[19:39] <+RememSean> I know some of these people!
[19:39] <+SextonHardcastle> I just showed up to ask God why he treats me so poorly.
[19:40] <+SextonHardcastle> So, God?
[19:40] <*God*> Yes?
[19:40] <+Liv> How easily is the base setting able to run different styles/stories?
[19:40] <+RememSean> (Sexton: Teenage drinking is an epicdemic, son.)
[19:41] <+RememSean> The base setting has a central mystery that can go a lot of ways. There’s definitely something wierd in the broadcasts, but we’re actually writing in three *possible* explanations of what’s going on.
[19:42] <~Dan> Ah, so there’s a central source for all the strangeness?
[19:42] <+RememSean> The TVs in Clearfield are picking up some very bizarre signals. It might be aliens. It might be the ghosts of the people who lived in Madeline Valley, the abandoned town at the bottom of the lake. It might be something weirder still…
[19:43] <+Liv> Oh cool. Is the design similar to D&D in that you have pre-made story outline, but can also create and run original stories with the same base setting. Or is it more of a set story (with different possible endings)?
[19:43] <~Dan> Probably just interference from subscription television…
[19:43] <+RememSean> Furthermore, there are guidelines for creating your own weird town for kids to explore!
[19:44] <+RememSean> We’re also got some other sample towns going in. That’s some of the stretch goals!
[19:44] <+ArielBaird> Obviously, the core rulebook is the primary item that the KS is generating revenue for, and I know there are mentions of a couple of sourcebooks (such as a book for equipment, where one might acquire shuriken, both regular and glow-in-the-dark). What other (if any) sourcebooks are being considered?
[19:44] <+Liv> ^^
[19:45] <+RememSean> So, to answer Liv’s question first, it’s more free-form, less a set story.
[19:45] <+RememSean> And for Ariel’s question, I’d love to do a supplement of just towns. Like a “Road Atlas of American Strangeness”
[19:45] <+Liv> Sweet, thanks! Super excited to get to play this, and see all the cool things you guys put out with it!
[19:46] <+ArielBaird> Would these towns be like Springfield (aka made-up), or would they be real American towns that could be adapted for the game?
[19:46] <~Dan> How serious is the game by default? You have quite a range of influences, it seems.
[19:46] <+RememSean> (I also have this fantasy of doing a trilogy of connected stand-alone sourcebooks for 80’s mythology, starting with a transforming robots game)
[19:47] <~Dan> (Welcome to #rpgnet, HDelaney!)
[19:47] <+HDelaney> TRANSFORMING ROBOTS!
[19:47] <~Dan> (wb, GiaGorilla!)
[19:47] <+GiaGorilla> sorry technical difficulties
[19:48] <+RememSean> The towns are made-up, but highly influenced by real places. Clearfield is a transplant of my hometown of Maplewood NJ and just enough of places like Hawkins ID, Kingston Falls, NY, and Astoria OR.
[19:49] <+ArielBaird> So, made-up towns in real American states, then.
[19:49] <+RememSean> The suburban aspect grounds things, a bit. The cities of the 80s were completely bananas, what with crime and chaos. Anything could happen. It’s a very different game.
[19:50] <+RememSean> In our Jersey City game, the characters wound up in Washington DC for a bit. It really had that “very special episode” feel.
[19:51] <~Dan> How do you allow for weirdness in the suburbs? Is it harder because the suburbs are so bland, or does that make it ironically easier to introduce the strangeness?
[19:53] <~Dan> (Not sure if that made sense. 🙂 )
[19:53] <+RememSean> Much, much easier. The sort of things that go unnoticed in a normal game are entire story arcs in a suburban game. It’s much, much more subtle. Remember those hearing tests you got in school, with the bulky headphones and the stereophonic beeps??
[19:53] <~Dan> Right…
[19:53] <+Liv> Bland just means that the strange and weird is hiding better than you think 😉
[19:53] <~Dan> Liv: 😀
[19:53] <+RememSean> We had an entire game session about that. It wasn’t anything supernatural, but that didn’t stop certain characters from agressively investigating it anyway.
[19:54] <+Liv> Haha that’s hilarious and amazing
[19:54] <~Dan> That’s hilarious, and makes perfect sense in context. 🙂
[19:54] <+ArielBaird> It’s easy to engender paranoia in RPGs when you concentrate on the banal. 🙂
[19:54] <+GiaGorilla> agressively and abrassively
[19:55] <+RememSean> There’s a solid character relationship mechanic so that player can really sink thier teeth into school dynamics, so it’s not about just sitting around math class waiting for the monster to show up.
[19:56] <~Dan> Does the central source of the weirdness affect the possible manifestations? For example, if the signals are coming from aliens, does that rule out vampires in the town?
[19:56] <+RememSean> Our game ran for over a month without anything supernatural. I descirbed it as “they all thought it was John Carpenter, but they were having fun just being in a John Hughes story.”
[19:56] <~Dan> (Not space vampires, I mean. 😀 )
[19:57] <~Dan> I can believe that. Some of the most fun my players had in my old Buffy the Vampire Slayer game was with totally mundane stuff.
[19:57] <+RememSean> Well, that ultimately is determined by the kind of story you want to tell. It’s your game. Aliens, vampires… both? Neither… whichever you like.
[19:58] <+RememSean> However, I will say this: in some of our guildlines, we suggest not overloading the town with supernatural phenomena.
[19:58] <~Dan> Did you answer my question about the level of seriousness? If so, I missed it.
[19:58] <+RememSean> If you want a really wacky over-the-top story, go for it. But if you’re going for atmospheric mystery and horror, less is usually more.
[20:00] <+RememSean> In terms of tone, we’ve got a spectrum from comedy to horror. There’s a large comedic element, especially in the beginning, because the players are kids. I’ve noticed however, the stuff that starts out funny can bceome more and more heartbreaking and emotional as time wears on.
[20:00] <+Liv> At the test plays, have you encouraged people (or just had people show up without prompting) to wear their best 80s outfits? If so what was the best so far?
[20:00] <+RememSean> That’s a GREAT question!
[20:01] <+RememSean> We’ve gotten some flavor in that direction. Most of our players are LARPers, so theyr’e inclined towards it. And I’ve certainly been breaking out more of my old early metalhead gear.
[20:01] <~Dan> I wonder if I still have my old Miami Vice-ish duds…
[20:01] <+RememSean> I think Gia has showed up to a few games in a full Ghostbusters jumpsuit, so I’d say she’s winning.
[20:02] <+GiaGorilla> I just wear it because it’s comfortable
[20:02] <+GiaGorilla> it’s just a coincidence that it’s 80s
[20:02] <+RememSean> Also, my co-creator Megan is a professional costume builder for NYU, so she assembled all the costumes for the commercial, and they all looked pretty accurate.
[20:02] * ~Dan chuckles
[20:02] <+RememSean> If that counts.
[20:03] <+RememSean> Jennifer’s “Barb” shit is particularly impressive.
[20:03] <+RememSean> shirt, sorry
[20:03] <~Dan> Heh. S’okay.
[20:03] <~Dan> Is there a default age for PCs?
[20:03] <+RememSean> (I have a LARP rules stretch goal in there so people can really get thier 80s on)
[20:04] <+RememSean> Not specifically. There are rules and relationship tables for Adults, Teens (high schoolers) and Junior High Kids.
[20:05] <~Dan> Can the game handle mixed groups, as seen in Stranger Things?
[20:05] <~Dan> (Which had all three.)
[20:05] <+RememSean> Younger than that I think you loose some agency. Grade school kids can’t get into the same kind of trouble a junior high kid can. I wasn’t buying nunchucks and stealing dirty magazines until I was 12 or so.
[20:06] <~Dan> Yeah, the 80s were a great time to be a junior high kid. We got to run all over the place.
[20:06] <+RememSean> Well, in a long-term campaign, players can take on more than one character. In our Clearfield story, most players have one of each.
[20:07] <+HDelaney> Just before you guys leave the subject, the Relationship tables are also easily changed based on your town and your game itself. Certain things can be added as your own in House Rules such as ” A Carpools to school with B” and whatnot.
[20:07] <+RememSean> The understanding is you have a primary character, who is is relatively safer, but your non-primaries could be abducted/vaporized/eaten at any time. Keeps the suspense up.
[20:07] <~Dan> Sounds like you’re familiar with the game, HDelaney. 🙂
[20:08] <+RememSean> He’s run it a few times!
[20:08] <+HDelaney> I’m one of Sean’s players in the Jersey City game, and I’m currently running my own 90’s build set in NJ
[20:08] <+RememSean> Assuming he’s who I think he is and not somoene who’s reading my notes over my shoulder while I sleep…
[20:08] <~Dan> Awesome. Great to have you here.
[20:08] <+RememSean> … Indrid Cold?
[20:09] <+GiaGorilla> Oh he’s totally watching you sleep
[20:09] <+RememSean> Hey!
[20:09] <~Dan> (wb, Newyshua)
[20:09] <+RememSean> All the way from California, my brother (and our layout guru) is here!
[20:09] <+RememSean> Should I show everyone the awesome character sheet?
[20:09] <+HDelaney> And a large number of people I’ve run it with have never before played tabletop games. Which actually shows how easy the system is to get into and also how easily players get addicted to it.
[20:10] <~Dan> RememSean: Newyshua?
[20:10] <+RememSean> Yup
[20:10] <~Dan> Great! Welcome, Newyshua!
[20:10] <+Newyshua> Yo
[20:10] <+RememSean> Is there a way to link a file so people can see it?
[20:11] <~Dan> Well, you can post a URL link.
[20:11] <+RememSean> Hm.
[20:12] <+RememSean> How to do this…
[20:12] <~Dan> What are you trying to show?
[20:12] <+ArielBaird> It’s also an interesting experience when you are a player in the game, and are playing someone who is the about the same age as you yourself were during the year the game is set. It definitely reminds me of high school suburbia in 1986.
[20:13] <+RememSean> To show the Character sheet… Should I post it to the KS and link that?
[20:13] <~Dan> Sure, that would work.
[20:13] <+RememSean> Thanks Ariel!
[20:15] <+Liv> could probably also upload it to google, as long as the settings are public then you should be able to do a link right to the image
[20:16] <~Dan> (Welcome to #rpgnet, Meg!)
[20:16] <+RememSean> Co-creator is here!
[20:16] <+Meg> Hi that’s me!
[20:17] <~Dan> Oh, great!
[20:17] <+HDelaney> Megan!
[20:17] <~Dan> Glad to have you here!
[20:17] <+Meg> Glad to be here, thank you all for having us!
[20:17] <+RememSean> (Link: https://www.kickstarter.com/projects/nerdycity/rememorex/posts/1922523)https://www.kickstarter.com/projects/nerdycity/rememorex/posts/1922523
[20:18] <+RememSean> Josh’s handiwork!
[20:18] <~Dan> Ack! Lost Meg. 😦
[20:18] <+RememSean> I just realized the font he used… damn genius.
[20:18] <~Dan> wb, Meg!
[20:18] <+RememSean> WEG.
[20:18] <~Dan> That DOES look like a VHS label.
[20:19] <~Dan> Can you tell us what we’re looking at there?
[20:19] <+Meg> Sorry about that, and yeah, our graphic design brother know what do.
[20:19] <+RememSean> Characters are based on three stats and a series of relationships. They’re very, very simple, and a lot of fun to make.
[20:20] <+Liv> “Be Kind, rewind”, amazing
[20:20] <+RememSean> You can hear it done here: ((Link: http://cktpodcast.blogspot.com/)http://cktpodcast.blogspot.com/)
[20:20] <~Dan> I believe you indicated in one of our previous conversations that the stats are freeform?
[20:21] <+GiaGorilla> yeah, Cool Kids Table totally got this game
[20:21] <+Meg> Yup!
[20:21] <+RememSean> The episode “Bloodey Mooney” has the players making characters for Rememorex and starting a game.
[20:21] <+Newyshua> Actually, the border and font are lifted from an Atari cartridge
[20:21] <+RememSean> That stats are freeform.
[20:21] <+Newyshua> I figured for the youths it would be apropos
[20:21] <+RememSean> OH YEAH
[20:21] <+Meg> Stats range from a couple of descriptive words to a phrase.
[20:22] <~Dan> What do the three stats mean?
[20:22] <~Dan> (Howdy, GamersonGames!)
[20:23] <+RememSean> Type is who you are, like who you indentify with at school. We went with the John Huges classes: Athelete, Brain, Basket Case, Criminal, and Prince or Princess.
[20:23] <+GamersonGames> Hey guys, Dan gave me an invite. So what’s up?
[20:23] <+RememSean> training is where you excel: Mathlete, High School Entrepreneur, Football Star, Heavy Metal Virtuoso, Early Emcee
[20:24] <+RememSean> And talent is what makes you unique.
[20:24] <+Meg> The example we’ve been using is Jack Burton from Big Trouble in Little China- Type: Renegade Sidekick Training: Truck Drivin Badass Talent: “it’s all in the reflexes”
[20:24] <~Dan> GamersonGames: Current topic: (Link: https://www.kickstarter.com/projects/nerdycity/rememorex?ref=nav_search)https://www.kickstarter.com/projects/nerdycity/rememorex?ref=nav_search
[20:24] <+RememSean> Some examples: “Never misses,” “Everyone loves me” “Fade in a crowd” etc.
[20:25] <+RememSean> Each stat has an active and a passive value.
[20:25] <+Liv> Are the type options, available in a listed format with the game, or do players create their own- title and all?
[20:26] <+RememSean> There are examples, but you create your own. We’ve had some good ones.
[20:26] <+RememSean> KC Clifford’s talent is “The Actual Worst.”
[20:26] <+Liv> Oh sweet!
[20:26] <+Liv> XD
[20:26] <+GamersonGames> Ahhh…yeah Rememorex looks cool. Seems like a lot of people got inspired by Stranger Things
[20:27] <~Dan> How are the stats used?
[20:27] <~Dan> (Howdy, Monochrome_Tide!)
[20:28] <+RememSean> Finn Peterseon’s training is “Junior High Gamemaster.” Gil Thornby has “Playground Survivalist”
[20:28] <+GiaGorilla> the thing i feel sets rememorex apart from a lot of other games that have been coming out with the theme of 80s horror with kids and such, is the concentration of the cinematic…Rememorex feels like you are playing a movie
[20:28] <+HDelaney> “Dirtiest player in the game” “The Nose Knows” “Run for Life”
[20:29] <+HDelaney> Or, to piggyback on Gia, an episode of a TV show. I walked into Sean’s game about halfway and it felt so long running that I knew I had missed out on some awesome stuff, but it was still so encompassing that I never felt thrown out.
[20:29] <+RememSean> So let’s say Gil wants to jump over a creek. He rolls his active “Playground Survivalist,” three six-sided dice, add them up, and compares the total to a difficulty set by the GM.
[20:30] <+Meg> There’s a lot of interpretation, but you basically use your stats in Active for something you want to DO, and Passive for something you want to Notice.
[20:30] <~Dan> How are the stats rated?
[20:31] <+RememSean> They allocate between active and passive. Primary stat has 8 dice to allocate, secondary had 6, tertiary has 4.
[20:32] <+RememSean> Can’t have a zero in something.
[20:32] <+RememSean> Besides that it’s all up to the player.
[20:32] <+Meg> You split the pool for each between active and passive.
[20:33] <+Meg> So you can decide that whichever of Type Training and Talent is Primary, Secondary and Tertiary.
[20:33] <~Dan> Was Over the Edge any inspiration for you here?
[20:33] <+RememSean> Good eye! A little bit!
[20:33] * ~Dan nods sagely
[20:33] <+RememSean> I played it ages ago in college. Must have been … 93?
[20:33] <~Dan> They don’t call me the Hardboiled GMshoe for nothing. 😉
[20:34] <+Meg> You may also spot some Fiasco, and even Cyberpunk when we get to the Relationship rolls.
[20:34] <+RememSean> I remember the highly player-driven character creation really stuck with me. I was so used to static values like in more conventional systems.
[20:35] <+RememSean> STR, DEX, END, KNOW, ETC
[20:35] * ~Dan nods
[20:35] <+Liv> Reminds me a little of Dread too if you know it
[20:35] <+Meg> Oh yes
[20:35] <+Liv> sans Jenga obviously
[20:36] <~Dan> Do NPCs get statted up the same way?
[20:37] <+Meg> Yup
[20:37] <+RememSean> I really want to come up with a mechanic that uses those… you know those tiny arcade cabinets you can get at Toys R us? Like a monster-high-sized pacman or donkey kong? I wanted to think of a Dread-like thing with those but it’s elduded me… so far.
[20:37] <~Dan> Are difficulties static or dice ranges? Or either?
[20:38] <+RememSean> Usually pretty static. Player actions can affect things either way, however.
[20:38] <~Dan> Does degree of success matter?
[20:40] <+RememSean> Not formally, However, the better the player does, the more a GM might be inclined towards the character gettihng what they want.
[20:41] <+RememSean> And a player’s cucess or failure can be further complicated by Tracking Errors…
[20:41] <~Dan> What are those?
[20:42] <+RememSean> So a Tracking Error is at the heart of a game of Rememorex.
[20:43] <+RememSean> In a typical tabletop RPG, players are highly disciplined specialists- adventurers, vampires, jedi, something like that…
[20:44] <+RememSean> In rememorex, you’re a bunch of kids, so you’re much more inclined to split up, or be split up by school, parents, or any of the zillions of things your can’t control.
[20:44] <+Meg> A lot of it is working around your lack of RW agency
[20:45] <+RememSean> In Rememorex, if your character is not directly in a scene, you can throw a handful of dice (for sound, not total) and call “Tracking Error!”
[20:45] <+RememSean> Then you can throw a new element into that scene.
[20:46] <~Dan> Huh. Example?
[20:46] <+RememSean> Our default example is a Cheerleader entering a biker bar, looking for her missing sister…
[20:47] <+Meg> So someone could throw the Tracking Error of her bumping into the jukebox, causing the record to scratch and everyone to look at her.
[20:48] <+RememSean> Now both the player AND the GM have to deal with this new development.
[20:48] <+Meg> Or conversely, that the bar back is someone her mother goes to church with.
[20:48] <+Meg> Or even further, they could ask to play the bartender.
[20:48] <+RememSean> Tracking errors can’t affect player agency, but can throw curveballs at the player and GM alike.
[20:49] <+Meg> So, good, bad, or npc, basically.
[20:49] <~Dan> Hmm. Clever.
[20:50] <+Meg> Though the GM has to agree on the npc. Sometimes they need to use that character to disseminate information, and then they could offer another character in the scene.
[20:50] <~Dan> Is there a limit to how often players can do that?
[20:50] <+Meg> Once a scene.
[20:50] <+RememSean> One per player per scene.
[20:50] <+Meg> ^^^
[20:50] <~Dan> Are you familiar with the game InSpectres?
[20:50] <+Liv> That’s such a cool mechanic!
[20:50] <+RememSean> Jared’s game!
[20:50] <~Dan> Yup!
[20:51] <+RememSean> He’d kill me, but I still haven’t had a chance to actually play it.
[20:51] <~Dan> Well, Tracking Errors remind me of his Confessional mechanic.
[20:52] <~Dan> It works like a Confessional segment in a reality show.
[20:52] <+RememSean> Oh, that’s brilliant!
[20:52] <~Dan> The player gets up, physically sits in the designated Confessional chair, and talks about the adventure past tense, in so doing adding a new element.
[20:53] <~Dan> Like, “…And that was when Buffy bumped into the jukebox!”
[20:53] <+RememSean> <3!
[20:53] <~Dan> I know, right?
[20:53] <~Dan> Anyway, similar concept.
[20:54] <~Dan> How does combat work in the game?
[20:56] <+RememSean> It’s very loose and narrative-based.
[20:56] <+RememSean> The two combatants roll whichever active stat best suits combat, higher number gets to decide how the damage is done, and to whom.
[20:57] <+Meg> There’s a lot of Yes And in the game in general.
[20:57] <~Dan> What determines the amount of damage?
[20:58] <+RememSean> There’s a short series of levels of damage like “Fine, Scraped, Injured, etc.”
[21:01] <~Dan> What determines which level applies, though?
[21:01] <+RememSean> I’ve just been having fun doing the first stretch goal, which is an equipment section about really crappy weapons and equipment
[21:02] <+RememSean> Tin-snipped ninja stars and home-made slingshots..
[21:02] <+RememSean> tings like that
[21:04] <+Meg> But once you escalate to actual weaponry, things get deadly fast.
[21:04] <+Meg> So we bring that level in sparingly
[21:05] <~Dan> So are damage levels fixed, then?
[21:05] <+RememSean> Depends on the weapon. It’s open to GM interpretation.
[21:06] <~Dan> How much damage does unarmed combat do?
[21:06] <+RememSean> Only one, if anything.
[21:07] <+RememSean> Schoolyard fights more likely get you in detention than in traction.
[21:07] <~Dan> Do you include any sort of scaling mechanic to differentiate between, say, an adult and a junior high kid, or an adult and… I dunno… a sasquatch?
[21:08] <+RememSean> Yeah. Although, tonally, if you’ve got an adult beating up a kid, your story’s gone way off the rails.
[21:09] <~Dan> How do you handle that?
[21:11] <+RememSean> We had one session wherein a villain- nothing supernatural, justa regular bad guy- pulled a gun. It was very, very badly for the players. Typically, if it has come to hand-to-hand combat, that means someothing somewhere has gone very, very, very wrong.
[21:11] <~Dan> (wb, Newyshua)
[21:12] <~Dan> How does scaling work mechanically, though?
[21:14] <+Meg> There aren’t specific scaling mechanics. We trust to the narrative sense of the GMs and the players, and the examples set by the inspiration.
[21:15] <~Dan> I see.
[21:15] <~Dan> Does the game include a bestiary?
[21:15] <+Meg> Yes, we have an a rr
[21:16] <+Meg> *an array of critters and monsters available.
[21:16] <~Dan> Can you give any examples, or would that be too much of a spoiler?
[21:16] <+RememSean> Plot hooks can come in the form of a “Strangeling”
[21:18] <+RememSean> A Strangeling is some weird thing that comes into the world of the players. It always starts out innocent, and it always has rules. WHen… not if, but when… the rules are broken, chaos and havoc follow.
[21:18] <~Dan> So… a Gremlin? 🙂
[21:18] <+RememSean> Gizmo, Eleven, Johnny 5,… all “Strangelings”
[21:19] <+Meg> I can give you one, that we’ve already got some art of: a Hellgrammite, which is an actual insect nymph, but in ReMemorex is something a little larger than life. 😉
[21:19] <~Dan> Speaking of Eleven, do you have rules for weird abilities?
[21:19] <+RememSean> In Clearfield, the Strangeling is a chrome knight named Paladyn that only kids can see.
[21:19] <+RememSean> A few, but they’re very, very loose.
[21:20] * ~Dan nods
[21:21] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:21] <+RememSean> A town beset my ghosts might cause kids to gain very different abilities than a town beset by rock monsters or space aliens.
[21:23] <+RememSean> I think we’ve covered it all! Any other questions?
[21:23] <~Dan> I’m sure I’ll think of something after we’ve already wrapped up. 😀
[21:24] <~Dan> Quick note: My tip jar is at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ , if anyone is so inclined.
[21:24] <~Dan> Also, as you may know, I do reviews, and I’d love to review this one if you’re interested.
[21:25] <+RememSean> That sounds great! Thanks so much!
[21:25] <~Dan> Cool. Just let me know when the game comes out. I suspect you’ll be around. 🙂
[21:25] <+RememSean> Thanks so much! This has been great!
[21:25] <~Dan> Now, if you’ll give me just a minute, I’ll get the log posted and link you. 🙂
[21:26] <+RememSean> Thanks so much!
[21:26] <~Dan> You’re welcome! Thanks for joining us!