[20:32] <+NathanTucker> Hello to everyone and thank you for being here. I’m Nathan Tucker from the Make Believe Games Team. I’m a writer, designer and artist. I run a community arts organisation. I am also the line-developer for Revolutionaries, MBG’s latest RPG.
[20:32] <+NathanTucker> Revolutionaries is a tabletop RPG set during the American War of Independence that allows you to go behind the scenes of the war that birthed a nation. You are a member of the Culper spy ring charged with taking a stand against tyranny. Revolutionaries is live on Kickstarter now!
[20:35] <~Dan> (Oh, just a reminder to give us a (done) when you’re ready for questions. 🙂 )
[20:35] <+NathanTucker> Sure thing, Dan. Happy to open it up for any questions you may have
[20:36] <~Dan> Thanks, NathanTucker! The floor is open to questions!
[20:36] <~Dan> (Howdy, Egg!)
[20:36] <~Dan> Can you tell us more about the Culper spy ring?
[20:36] <+Egg> Hey, Dan
[20:36] <+NathanTucker> Welcome back, Egg.
[20:37] <+Egg> Thanks!
[20:38] <+NathanTucker> So the Culper ring from a historical perspective is fascinating. They were one of the most successful intelligence gathering efforts of the war. However, it wasn’t really until the 30’s that we started to delve into how deep and effective they were. From a game design perspective, the Culpers were a perfect launching point for our game…
[20:41] <+NathanTucker> In Revolutionaries we present that the Culper Ring is actually a secret society. This allows us to weave in a great deal of the esoteric and masonic influences of the time. From our story perspective,players will become an initiated member of the Culper ring…..
[20:42] * ~Dan nods
[20:42] <~Dan> (Howdy, Monochrome_Tide, Lin_Chong!)
[20:43] <+Lin_Chong> darlings
[20:43] <+NathanTucker> and with that they are given access to connections across the continent, ancient rituals and wisdom (as well as a mandate to rise against tyranny and the story’s enemy).
[20:43] <+NathanTucker> Welcome Monochrome and Lin.
[20:43] <+NathanTucker> With that said, one of the things we are very proud of with Revolutionaries…
[20:46] <+NathanTucker> is that while our story draws from real events, personalities, battles, and spycraft all woven into our original plot – Revolutionaries is a framework for you to enter this period and play the game YOU want to play. If spy craft is not your thing, then you can play militia or merchants. Even jump the fence and become a loyalist.
[20:47] <~Dan> (Welcome to #rpgnet, Vader!)
[20:47] <+NathanTucker> Welcome Vader
[20:47] <+Vader> The Force is strong with these people…
[20:48] <~Dan> (Welcome, Guest96! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[20:48] <~Dan> (Thanks, Jason!)
[20:48] <~Dan> (Welcome to #rpgnet, Kodeir!)
[20:49] <+NathanTucker> Welcome to Jason and Kodeir
[20:49] <~Dan> (Vader, Jason, Kodeir, are you folks here for the Q&A, or just visiting? 🙂 )
[20:50] <+NathanTucker> Vader, Jason and Kodeir are members of the Revolutionaries team, Dan
[20:50] <+Vader> QA of course
[20:50] <+Jason> I am here for the Q&A.
[20:50] <~Dan> Ah, great!
[20:50] <+Kodeir> Thanks! It’s been ages since I’ve been on the IRC, still as beautiful as I remember ❤
[20:51] <~Dan> NathanTucker: When you say “rituals”, do they have actual game effects? Which is to say, does the game have supernatural elements?
[20:52] <~Dan> Kodeir: Well, I hope you enjoy your visit and decide to stick around! We’re always open for business. 🙂
[20:55] <+NathanTucker> Should groups wish to use them, yes. The rituals involved do have game effects and draw from the actual esoterica of the time. As I mentioned, masonic influences, even the work of Dr Dee. Through rituals you will be able to do things such as enhance your senses, move and load a pistol with unnatural speed, even tap into providence.
[20:56] <~Dan> Huh. That’s cool.
[20:56] <~Dan> Are there any other supernatural elements?
[21:00] <+NathanTucker> We have included a great deal of folk lore and stories from the time. Again, this comes down to player preference and if groups wish to run a straight-up historical piece or something more supernatural the game has you covered.
[21:01] <~Dan> Can you give an example of a folkloric element?
[21:03] <~Dan> wb, Vader
[21:05] <+Vader> Sorry I am on my iPhone and it’s dropping,
[21:06] <+Kodeir> Lord Vader always blaming the technology, and the sand, and the lava, and the high ground. Get over it, buddy!
[21:06] <+NathanTucker> Let me say that while I can’t reveal too much, the book has been written with connectivity to the rest of MBGs work, but also written from the perspective of those with low exposure to the higher concepts therein. This is supposed to be a ground level experience at its core, an experience of near mundane individuals being armed by an ancient and secret….
[21:06] <+NathanTucker> society to sabotage the control of its Tyrannical opposition.
[21:07] <+NathanTucker> Revolutionaries, like our other games is run under our house system at MBG, which is the Axiom System. This system, as some may know, forgoes the traditional paper-and-pencils approach to RPGs in favor of hands of cards and sets of counters.
[21:10] <~Dan> Do you have a character sheet that we can see?
[21:13] <+NathanTucker> So under the Axiom system, we do away with the traditional character sheet. The system is easy to pick-up and play. Character generation is as simple as picking 5 cards. Axiom gives players and narrators so many great tools to tell amazing stories. Everything from skills to powers to special maneuvers are handled through card play and our custom-made dice for
[21:15] <+NathanTucker> Revolutionaries contains a deck of 54 cards comprising templates, personality types, occupations, and military units. From this deck players will be able to craft their perfect character from all walks of life and even differing allegiances.
[21:16] <~Dan> What is the task resolution mechanic?
[21:16] <~Dan> (Howdy, Silverlion!)
[21:17] <+NathanTucker> Should anyone wish to see an example of the ID cards, there are two presented on the Kickstarter page (Link: http://www.kickstarter.com/projects/make-believegames/revolutionaries-american-war-of-independence-rpg/description)www.kickstarter.com/projects/make-believegames/revolutionaries-american-war-of-independence-rpg/description
[21:17] <+NathanTucker> Hi there, Silverlion
[21:20] <+NathanTucker> Ok, task resolution is based upon your strength or weakness in a given ability (Physical, Mental, Social, Mayhem). A task difficulty number determined by the narrator/storyteller and the player rolls an appropriate amount of our Axiom dice adding 1-4 together. equal or exceed to succed.
[21:24] <~Dan> What’s special about the Axiom dice?
[21:29] <+NathanTucker> So Axiom dice are stylised d6s for all of our games. The system can be played with standard d6’s also. Under Axiom, rolls of 1-4 influence your success against a task. Rolls of 5 and 6, however, are slightly different.
[21:29] <+NathanTucker> Liberty (6) and Death (5) represent emotional and situational advantages and disadvantages. Liberty is a reward you earn with every roll of 6, or is awarded by the Narrator for clever or creative play. Death is a penalty you incur with every roll of 5, or is imposed by the Narrator for getting into bad situations.
[21:32] <+NathanTucker> The Axiom dice are thematically appropriate to each game line, have a differently illustrated 5 and 6 side to their die faces, but as I said upthread, can be substituted with a player’s preferred dice if they so choose. We are hoping to unlock the Liberty dice for Revolutionaries as our first stretch-goal.
[21:33] <~Dan> How does combat work?
[21:36] <+NathanTucker> Combat uses the same task resolution, with skill or quality of a weapon influencing bonus dice rolled. The greater your success, the more wounds you will inflict. The health of a character is measured by their ID cards. When a character takes a wound, they flip a card.
[21:39] <~Dan> What does flipping a card do?
[21:43] <+NathanTucker> So when a player flips a card, on the surface level it indicates their character’s health, well being and temperament. However, flipping a card also could change a character’s skills, feats (the special abilities on each ID card) and open up personality flaws. For example, you may find your strength in a physical skill changes to a mayhem skill.
[21:43] <+NathanTucker> This could represent baser instinct, rising anger or fight or flight.
[21:43] <~Dan> What does the mayhem attribute represent?
[21:44] <+NathanTucker> So each wound you take will affect your character more than just the typical mark off a wound point.
[21:46] <+NathanTucker> Mayhem is our combat (break stuff) trait.
[21:46] <~Dan> Ah, I see.
[21:47] <+NathanTucker> Each ID card is color coded to indicate which trait they represent. In the examples given you see blue for physical and red for mayhem.
[21:49] * ~Dan nods
[21:52] <~Dan> How do you handle weapon damage? And do you address armor at all?
[21:56] <+NathanTucker> The strength of a weapon will be measured in bonus dice a player gets to roll. The higher a roll is, the greater chance of inflicting multiple wounds. Armor is touched upon lightly for those that wish to include it. However, during this time we were seeing the decline in usage and effectiveness of armor and the rules reflect this.
[21:59] <~Dan> Perhaps it’s my relative ignorance of the subject matter, but I’m about tapped out of questions at the moment. Is there something we haven’t touched on that you’d like to bring up?
[22:04] <+Kodeir> Sure! Give us a moment to tickle Nathan into a flurry of exposition
[22:04] <+EggEmbry3> Can I ask about the rewards for the Kickstarter?
[22:05] <+Kodeir> Absolutely (:
[22:05] <~Dan> Of course!
[22:06] <+EggEmbry3> The PDF Only rewa3d
[22:06] <+NathanTucker> No problems, Dan. Look, for Revolutionaries I think something that has come forward a great deal is the romantic vs realistic historical perspective. As I have said, this game has been designed to give you a framework to craft your perfect types of revolutionary stories….
[22:06] <+EggEmbry> Sorry. Let me try again with a keyboard.
[22:07] <+NathanTucker> However, from the narratives in this game, you will discover that things were not rosy and we cover a great deal of the darker aspects of the war.
[22:07] <+NathanTucker> No worries, Egg
[22:07] <+EggEmbry> The PDF only reward is $10 and then the next step up on the Kickstarter is the $30 box set if I remember right. Was there ever a thought to offer just the PDF plus a physical set of the Axiom Cards?
[22:08] <+EggEmbry> Something between all digital and all physical, I guess.
[22:13] <+NathanTucker> Egg, we tried to keep the amount of reward tiers as concise as possible while each offering something unique at a great price point. The digital tiers were designed keeping this age of POD in mind. Let’s see how the rest of campaign goes, and I can certainly bring this question to the MBG team
[22:15] <+EggEmbry> Thanks. I appreciate the answer. 🙂
[22:15] <+sendoshin> If nothing else, I expect the cards could be an add-on after the campaign closes. 🙂
[22:16] <+EggEmbry> Ah, that’d be cool! 🙂
[22:16] <+Kodeir> We have done this in the past, and I’d personally also hope for the same. We prefer empowering players as much as we can.
[22:17] <+NathanTucker> Absolutely.
[22:17] <+NathanTucker> Before we look at wrapping, I might hand things over for a moment to the guys from the Revolutionaries team. Anything you guys dig and would like to share about your work on this project?
[22:18] <+EggEmbry> For the game’s setting, does the setting book extend into Canada, Florida, France, England, etc?
[22:19] * +Kodeir sits down and stirs his drink by way of pinky “Oh you know we do, Nathan. It’s about to get saucy.”
[22:20] <+Kodeir> Egg, for my part of things, I intend on drafting materials to address the Southern Campaign of the war.
[22:20] <+NathanTucker> Absolutely, Egg! We have worked elements of Canada, the South and Europe into the books. We do have a King & Country British campaign stretch-goal, though if we do not hit it I may look at including some material from it into the core.
[22:21] <+EggEmbry> Very cool! 🙂
[22:23] <+EggEmbry> Thanks for answering those questions for me. I appreciate you taking the time. The campaign and system are intriguing. 😀
[22:25] <~Dan> Any other thoughts before we wrap up?
[22:25] <+NathanTucker> Really appreciate your support, Egg. We value any thoughts, ideas and feedback you guys may have…
[22:25] <+Kodeir> So for me, personally, I do love the interwoven and underlying tales that permeate through the book. A plethora of the stories will show the reverberations of their consequences through playable campaign materials of the game, through other vignettes and authored letters of the core books, and even into planned tales well and ahead of Revolutionaries
[22:28] <+Kodeir> In the case of the Shadowcoats, the Culper Agents that you (the players) will predominantly play as, will slowly be uncovering layers of sophistication both as a reader of the book materials, as a Storyteller providing contents to fulfill interpretive parts of the narrative, and as a player engaging the material through planned campaigns such as Tyrant’s Fist
[22:29] <+NathanTucker> We are very excited about the potential here and Tyrant’s Fist will be run at GenCon this year as well.
[22:30] <+NathanTucker> I’ll wrap it up here. Thank you for having me again, Dan. A big thanks to RPGnet chat and to everyone for their questions and thoughts. Please feel free to reach out to me directly if you have any questions, thoughts or ideas. Revolutionaries is in its final days now so please spread the word!
[22:30] <~Dan> Thanks very much for joining us, guys!
[22:30] <~Dan> As a reminder, my tip jar and Patreon link are here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[22:31] <~Dan> Now, if you’ll give me just a minute, I’ll get the log posted and link you!
[22:31] <+Kodeir> Thank you, and thanks for everything you guys do (: