[19:32] <+JoeBush> Hi folks, I’m Joe Bush of Voidspiral Entertainment, and I’m here to talk about Heroines of the First Age, live now on Kickstarter!
[19:32] <+JoeBush> Link here: (Link: https://www.kickstarter.com/projects/josephleebush/heroines-of-the-first-age?ref=9uvp9t)https://www.kickstarter.com/projects/josephleebush/heroines-of-the-first-age?ref=9uvp9t
[19:33] <+JoeBush> HFA is made up of two things, monstergirls and early civilization.
[19:33] <+JoeBush> Think Utawarerumono meets Greek Mythology
[19:33] <+JoeBush> Monstress meets Nibelunglied
[19:34] <+JoeBush> Oh, the game is Powered by the Apocalypse, too, that’s the system.
[19:34] <+JoeBush> Currently we’re sitting at 6295 out of 1000, so we’re doing pretty good! Cracking away at Stretch and Social Goals
[19:36] <+JoeBush> What shall we talk about first?
[19:37] <~Dan> Thanks, JoeBush! The floor is open to questions!
[19:37] <+JoeBush> I can go on and on about setting and rules and design and such
[19:37] <~Dan> What can you tell us about the setting?
[19:37] <+JoeBush> not to mention the strange and unusual beast that is our Kickstarter Campaign this time
[19:38] <+JoeBush> Sure, Setting it is
[19:38] <+JoeBush> Unlike our last project, HFA is designed so that the players and the GM create the specifics of the setting together at the start of the game.
[19:38] <+JoeBush> This is much like Apocalypse World and Dungeon World and other PbtA games.
[19:39] <+JoeBush> We give you a palette of ideas to pick from, and you’re encouraged to go off the rails and make up your own answers to the questions presented
[19:39] <+JoeBush> The most important ones revolve around the rarity of humans and demi-humans, how magic works, and what sort of evils inhabit the world
[19:40] <+JoeBush> There’s stuff there for making regions and cultures too of course.
[19:41] <+JoeBush> What’s cool in HFA is that we do a lot of our worldbuilding through the phrasing of the rules and the suggestions for answers to the questions.
[19:41] <+JoeBush> So there isn’
[19:41] <+JoeBush> isn’t one default setting per se, but a few basic assumptions the game works with.
[19:41] <~Dan> What are they?
[19:41] <+Motulev> what is the tone of the game? grimdark, light and happy?
[19:42] <+JoeBush> Motulev: Walking the line, it can be dark, but only so much as necessary to drive the story forward. Mostly, it’s adventurous and heroic
[19:43] <+Motulev> so, very monstergirly
[19:44] <+JoeBush> Dan: Generally the game assumes a high magic world, fresh from creation, in which the first cultures are just arising, roughly bronze age
[19:44] <+JoeBush> There are Power Pools that are like cosmic forces, and gods that are constantly interfering with the lives of mortals, and various Creature Portfolios that are causing havoc
[19:45] <~Dan> Creature Portfolios?
[19:45] <+JoeBush> Yeah, so there are two base categories of adversaries: Power Pools and Creature Portfolios.
[19:45] <+JoeBush> The Pools are cosmic forces like death, creation, knowledge, etc. They’re beyond even the gods themselves.
[19:46] <+JoeBush> Creature Portfolios are like fronts in Dungeon World, portfolios of related creatures that have teamed up to become a big problem in the world at large.
[19:47] <~Dan> (Howdy, Le_Squide, MonkofLords)
[19:47] <+JoeBush> At the beginning of the game, the group picks some Power Pools and gods to fill in their world, which does a lot to establish the tone.
[19:47] <+JoeBush> The GM also picks some portfolios.
[19:48] <~Dan> So are Power Pools sapient, like the Endless from Vertigo Comics?
[19:48] <+JoeBush> Examples of the Pools are The Ink (Knowledge, writing, immortality), Greentide (plants, food, eons), and Screaming Sky (fire, death, meteors)
[19:48] <+JoeBush> That sort of depends on how you want to play it
[19:49] <+JoeBush> Some lend themselves more that way, while others can be more abstract and sub-sentient
[19:49] <+JoeBush> What we did was kind of smash ideas from the DW fronts into ideas from AW’s Psychic Maelstrom
[19:50] <&Le_Squide> (Heya!)
[19:50] <+JoeBush> You can sometimes use it to your advantage, but it’s horribly dangerous and risky, but very powerful when you pull it off.
[19:50] <+Cannonball> Reminds me a little The Ancient Ones from Breakfast Cult.
[19:50] <~Dan> What are they, Cannonball?
[19:51] <+Cannonball> Breakfast Cult is a near future FATE game that’s like a cross between highschool antics, and Charles Stross’ Laundry Files?
[19:52] <+JoeBush> Hah, that sounds like a blast
[19:52] <+Cannonball> So the Ancient Ones are cosmic horror gribblies. So the book treats them like…
[19:52] <~Dan> Huh. Haven’t heard of that one. Cool.
[19:52] <+Cannonball> Basically, it treats them like campaign framing devices? So it suggests aspects to colour the entire campaign, stunts that players and its agents get access too, special dooms and such.
[19:53] <+Cannonball> I’m a big fan of the way they’re presented -nod-
[19:53] <+JoeBush> Yeah, Power Pools function a lot like that actually
[19:53] <+JoeBush> Say you pick The Ink and The Evening
[19:54] <~Dan> (Sounds like a romance novel.)
[19:54] <+JoeBush> The Ink is about preserving your record for all time, while the Evening is about how everything eventually ends
[19:54] <+JoeBush> So having those both would provide a naturally conflict-rich world
[19:55] <+JoeBush> Gods and religions in HFA are often associated (loosely) with the Power Pools, but no one really fully comprehends them
[19:55] <+JoeBush> So that’s how you get terrible disasters and massive misunderstandings
[19:56] <+JoeBush> Creature Portfolios are similar, but below the Gods. Some are like titans, others are like external invaders, that kind of thing.
[19:56] * ~Dan nodsd
[19:56] * ~Dan nods, even
[19:56] <+JoeBush> Things like the Benthic Ones, the Sky Things, Paperlings, Gigas Army, etc
[19:56] <~Dan> Cool names. 🙂
[19:57] <+JoeBush> They often end up either opposed to the actions of the Pools or used as minions by the Pools
[19:57] <+JoeBush> Thanks
[19:57] <~Dan> What are the Benthic Ones?
[19:57] <+JoeBush> We wanted to make it all pretty far from the usual D&D fantasy mythology fare
[19:57] <+JoeBush> which is funny since we’re basing a lot of our material on their sources as well
[19:58] <+JoeBush> The First Age in the title is meant to evoke the First Age of middle earth
[19:58] <+JoeBush> The idea that all later ages will look back on this one as the times of greatness
[19:58] <+JoeBush> Which leads into another important part of the setting: First Age also implies that everything is *new*
[19:58] <+JoeBush> Nothing’s really ancient, because the world was just forged.
[19:59] <+JoeBush> Instead of discovering an ancient superweapon buried in a forgotten temple,
[19:59] <+JoeBush> think more like fighting the dark lord *before* he forges the ring/sword/shard/whatever
[20:00] <+JoeBush> New magics are being invented, just like new cultures, and some of them are like really bad for everyone
[20:00] <~Dan> (Howdy, Velociengineer_Bill)
[20:00] <+JoeBush> We’ve got a section for creating Dark Artifacts in the GM section. Pretty rad.
[20:00] <~Dan> Heh. People are still figuring this **** out. 🙂
[20:00] <+JoeBush> Absolutely
[20:01] <+JoeBush> That’s part of it too, that everyone’s just getting their legs under them
[20:01] <+JoeBush> Ur, bablyon, it’s just now starting up
[20:01] <+JoeBush> And the implication is that the players are the ones helping to forge that world
[20:01] <~Dan> “Hey, what happens if I wave my hands like this and say ‘BOOGA-BOOGA’?”
[20:01] <~Dan> *BOOM*
[20:02] <+JoeBush> “Okay… note to self.” A hundred years later, there’s the Booga-booga-mage-cult
[20:02] * ~Dan chuckles
[20:02] <+JoeBush> There’s a certain amount of prophecy and such that goes into making the game feel “early” as well
[20:03] <~Dan> How so?
[20:03] <+JoeBush> seers forecasting that this is only the beginning, that our actions will echo through the ages, etc
[20:03] <~Dan> Ah, I see.
[20:03] <+JoeBush> In world generation you pick some prophecies for religions and such
[20:03] <~Dan> Any game effects there?
[20:04] <+JoeBush> There’s a few Moves dealing with following prophecies and advice, yeah.
[20:04] <+JoeBush> Example: This world will be awash in blood and all shall fall, making way for the next. How will they remember us?
[20:06] <~Dan> Are there specific varieties of monstergirls?
[20:06] <+JoeBush> There can be
[20:06] <+JoeBush> We present things as a choice
[20:06] <+JoeBush> We’ve got feature generation chart
[20:06] <+JoeBush> that you can pick from or roll randomly
[20:07] <+JoeBush> (and oh my god is doing so hilarious)
[20:07] <+JoeBush> But we also present a bunch of “established races”
[20:07] <~Dan> Oh? Like what?
[20:07] <+JoeBush> We make whether the established races are a thing an open question for the group to answer
[20:08] <+JoeBush> Lamia, Arachne, Nekomata, Kitsune, Centaur, etc
[20:08] <~Dan> Nekomata?
[20:08] <+JoeBush> Japanese two-tailed cats
[20:09] <+JoeBush> But we’ve got things like mecha and gargoyle in there too
[20:09] <+JoeBush> And they’re described in terms of the aforementioned feature chart.
[20:09] <~Dan> Mecha? Really?
[20:09] <+JoeBush> Yeah, why not
[20:09] <~Dan> Hey, GenoFoxx! You hear that?
[20:09] <+GenoFoxx> no offense but mecha should not be part of a first age
[20:09] <+Cannonball> The gods are still figuring this life thing out! Why not experiment with metal instead of skin.
[20:09] <+JoeBush> Some of the options for world creation permit some pretty crazy stuff to go down
[20:10] <+GenoFoxx> unless there were previous civilization in the first age
[20:10] <+JoeBush> Depending on what you’re after, the world can be a soup of magics and powers
[20:10] <+JoeBush> And there are gods to tinker with life and so on
[20:11] <~Dan> What manner of mecha are you talking about?
[20:11] <+GenoFoxx> so is the world actually new or more …’new’ to you
[20:11] <+JoeBush> (Link: https://www.spinnystore.com/products/mecha-maid-statue?variant=21176176902)https://www.spinnystore.com/products/mecha-maid-statue?variant=21176176902
[20:12] <+JoeBush> Exactly what it says on the tin
[20:12] <+JoeBush> Maids might be the more outlandish part of that one
[20:12] <+JoeBush> Well, french maid outfits at least.
[20:13] <+JoeBush> We looked at it this way: It’s up to the group to decide what came into being and how it got there, so who knows what got made by the gods/chaos?
[20:13] <+Cannonball> Talos is the quintessential ancient mecha.
[20:14] <+GenoFoxx> which harryhausen film is he from?
[20:14] <+JoeBush> Case in point, we made a random character trait creator: (Link: http://www.voidspiral.com/hfa.html#random)http://www.voidspiral.com/hfa.html#random
[20:14] <+Cannonball> Jason and the Argonauts
[20:14] <+Cannonball> Same as the skeletons.
[20:14] <+JoeBush> It’s pretty amusing, if not terribly helpful for creating playable characters
[20:15] <+JoeBush> We’ve also set a precedent by adding a Creature Portfolio called the Gilded that are empty magical suits of armor
[20:15] <~Dan> Let’s see…
[20:15] <~Dan> Qeuizao the Wonderous Skything!
[20:15] <~Dan> Feathery smoky torso
[20:16] <~Dan> Bovine torso
[20:16] <~Dan> Long abdomen
[20:16] <~Dan> Slimy chitinous patches
[20:16] <~Dan> That is pretty amusing. 🙂
[20:16] <+Cannonball> I can just about imagine such a creature.
[20:16] <+JoeBush> Hahaha, A couple of those work together…. ish
[20:16] <+Cannonball> Gods should probably lay off the wine though…
[20:16] <+JoeBush> For real.
[20:16] <+GenoFoxx> JoeBush watching saint seiya a bit too much recently?
[20:16] <+Cannonball> But hey, we have platypuses, so.
[20:17] <~Dan> God: “Hold my beer…”
[20:17] <+GenoFoxx> or was it Ronin Warriors?
[20:17] <~Dan> God: “Hey, y’all! Watch THIS…”
[20:17] <+JoeBush> Cosmic facepalm
[20:17] <+JoeBush> See, you can get pretty far out there if that’s how your group rolls
[20:18] <+GenoFoxx> Mortals: “The gods must be crazy”
[20:18] <+JoeBush> Or you can head more dark and focus on the flaws and consequences of the PCs
[20:19] <~Dan> Do you distinguish between powers and magic?
[20:19] <+JoeBush> Kind of
[20:19] <+JoeBush> We’ve got some things about how magic works in world generation
[20:19] <+JoeBush> and we’ve got some tagged weapons that are specifically magical
[20:20] <+JoeBush> but we’ve also got some things that sound like they’re probably magical the way a lot of anime swords are probably magical
[20:20] <+JoeBush> by virtue of being able to be used despite their size or weight
[20:20] <+JoeBush> but then we’ve also got some blessings by the Power Pools that are just crazy
[20:21] <~Dan> Like what?
[20:22] <+JoeBush> Canyonmaker, the blessing of the River Dragons
[20:22] <+JoeBush> Heartrune weapons blessed by the Ink are pretty cool too, they have Hidden, Parry, and Cursing tags
[20:22] <+JoeBush> Armors can be blessed too.
[20:22] <+JoeBush> One blessing for each Power Pool
[20:23] <+JoeBush> But we limit weapons and armor to 1 upgrade and 1 blessing for the sake of balance\
[20:23] <+JoeBush> and also lore: No self-respecting Power Pool would share blessings with another.
[20:26] <~Dan> Do you have a character sheet that we can see?
[20:26] <+JoeBush> (Link: https://www.dropbox.com/sh/w9mpvl79v6jpd22/AAAWI6XDCA6u6uMW7tZfceU-a?dl=0)https://www.dropbox.com/sh/w9mpvl79v6jpd22/AAAWI6XDCA6u6uMW7tZfceU-a?dl=0
[20:27] <+JoeBush> That’s our latest playtest documents.
[20:27] <+JoeBush> You’d need the Character Sheet, the Basic Moves sheets, and one sheet from the Archetypes
[20:28] <+JoeBush> I guess that takes us to Characters and Character Creation, eh?
[20:28] <~Dan> Indeed.
[20:29] <+JoeBush> Apparently, I’m playtesting right now, hahaha
[20:30] <+JoeBush> Sorry about that.
[20:30] <~Dan> S’okay!
[20:30] <+JoeBush> So we actually start with the character features and concept
[20:30] <+JoeBush> You pick an Archetype, like a class, which sort of determines the kind of character that you’re aiming for.
[20:31] <+JoeBush> But since you can pick Moves from any Archetype, they’re more like guidelines
[20:31] <+JoeBush> Multiclassing is a thing, basically.
[20:31] <~Dan> Gotcha.
[20:32] <+JoeBush> Once you have an Archetype, you can start picking Moves. Some moves require stat rolls, so as you’re picking them, you tally your stats so you know which ones you need
[20:32] <+JoeBush> Other moves add flat bonuses
[20:32] <+JoeBush> Once you’ve got Moves, you pick primary stats, then mark down your secondaries
[20:33] <+JoeBush> Those secondaries are mostly pretty easy, simply connect some stars together to form a constellation
[20:33] <+JoeBush> You mark them off when they get used, and erase them when they’re cleared
[20:33] <+JoeBush> this is for health, experience, and willpower
[20:34] <+JoeBush> Now, in the course of picking moves, you’ll also decide another major part of your character: your Tragic Flaw
[20:34] <+JoeBush> These can be things like Greed or Pettiness
[20:35] <+JoeBush> Each one has several Indulgences listed. The way it works is that people can invoke your flaw when it seems appropriate and you can either take some experience and indulge, or stave it off by paying willpower
[20:36] <+JoeBush> The other thing you do in your secondaries is ascribe Relationships with the other characters, which works like a cross between Dungeon World and Apocalypse world, except you get to pick what the tag is
[20:36] <+JoeBush> So you might take Betrayal with Qeuizao, or Romance with Zueshyu
[20:37] <~Dan> For those unfamiliar with both of those games, how does that work?
[20:37] <+JoeBush> Pick some equipment and you’re off to the races
[20:37] <+JoeBush> Basically you’ve got a few “Slots” for relationships. You pick a person and a tag to put in each slot. When your relationship is resolved or becomes the focus of a scene, you mark experience.
[20:38] <+JoeBush> Resolved relationships are replaced with new ones, potentially with the same character, or with a different one.
[20:39] <+JoeBush> When you roll a Relationship you tally up the number of relationships you have with that person (or that that person has with you, depending on the move) and roll that many dice.
[20:39] <+JoeBush> In HFA we roll Xd6>3, count successes.
[20:39] <+JoeBush> Bonuses add to the success count, not the number of dice.
[20:39] <+JoeBush> X is your stat.
[20:40] <+JoeBush> So yeah, mostly the structure of characters is pretty simple
[20:40] <+JoeBush> The complexity comes in the form of the various Moves.
[20:41] <+JoeBush> As I said some are flat bonuses to other moves, but those are rare. A lot are rolls to see how well you do at something
[20:41] <+JoeBush> Those have Success, Tie, and Fail conditions that are completely different for each move.
[20:42] <+JoeBush> Example: Witch – When you pry into a Pool of Power, roll Spirit. S: Choose 3. T: Choose 2. F: Choose 1 and fate intervenes. – The Power doesn’t invade your mind temporarily. – You are not rendered insensate from your communication temporarily. – The Power answers a question of yours. – The Power shifts its influence at your behest.
[20:43] <~Dan> wb, Crazy-Cabal
[20:43] <+JoeBush> There are several categories of Moves: Basic (which everyone gets), Battle, Archetype, Special Power, Social, Flaw, and War
[20:44] <+JoeBush> Special Power Moves are the ones like Evil Eye or Biteshake that pertain more to specific monstergirl powers
[20:44] <+JoeBush> Notably, they’re not linked to traits or races, so you can use whatever you want to build your own critter how you like.
[20:45] <+JoeBush> We had a playtest where one PC was a rustmonstergirl who wrestled Evil Eye and a breath weapon into the kind of thing a rust monster ought to be able to do, that was pretty interesting.
[20:45] <+JoeBush> I think Biteshake was also involved
[20:46] <~Dan> What is Biteshake? Like a dog would do?
[20:46] <+JoeBush> yep
[20:46] <+JoeBush> bite it, and shake it until dead
[20:46] <+JoeBush> Biteshake – When you savage someone in combat, move into Melee, Exchange Harm, and roll Power. S: Pick 3. T: Pick 2. F: Pick one, but fate intervenes. – You hurl your opponent away, temporarily preventing them from attacking unless they have a ranged weapon. – You deal +1 harm. – You suffer -1 harm. – You pin your opponent in place. – You destroy
[20:47] <+JoeBush> … remove, or eat one of their things
[20:47] <+JoeBush> (TIL there’s a character limit, heh)
[20:48] <~Dan> So is it not possible for an action to outright fail?
[20:48] <+JoeBush> Sort of
[20:48] <+JoeBush> We have this philosophy of “Fail Forward” which is that no action should simply *end.*
[20:49] <+JoeBush> Whenever a move says Fate Intervenes, that means the GM steps in and does a Hard Move, IE the bad guys attack or the situation worsens considerably
[20:50] <+JoeBush> Some moves don’t give you anything at all on a fail, while others give you a consolation prize to go along with the GM’s move
[20:50] <+JoeBush> But the point is that a fail doesn’t just stop the story like a failed Climb roll in D&D, it means something *else* happens, not nothing at all.
[20:51] * ~Dan nods
[20:51] <+JoeBush> Like AW, the GM ends moves with a prompt for the players. This keeps the game moving fluidly and quickly from action to action.
[20:51] <+JoeBush> And thus, no “turns” per se.
[20:52] <+JoeBush> It’s the Enemy’s turn when the good guys fail, basically.
[20:52] <~Dan> I’m assuming that there’s no rating for NPC competency?
[20:53] <+JoeBush> There are some guidelines for that: NPCs can deal Harm for example, and that’s roughly aligned with weapon strength
[20:53] <+JoeBush> they can have health and armor and such if they’re going to fight, but it’s not required for characters just standing around.
[20:54] <+JoeBush> The GM decides the difficulty of rolls, which is the other way they can make an NPC “stronger”
[20:54] <~Dan> Right, but IIRC, in PbtA, no NPC is any more or less likely to succeed than any other.
[20:55] <+JoeBush> Right, but HFA changes the dice mechanic so that you can have appreciable “leveling up”
[20:55] <+JoeBush> and thus also provides a chart of difficulties the GM can throw at you
[20:56] <+JoeBush> So if I attack a god, the GM might say, well, your Melee roll will be against DN 5. You better have 10 dice handy or a lot of luck.
[20:56] <~Dan> And when the god attacks?
[20:56] <+JoeBush> So the GM can make a given roll harder or easier that way, since the NPCs don’t roll dice
[20:56] <+JoeBush> God attacks when the PC fails their roll.
[20:57] <~Dan> Right, but what happens mechanically?
[20:57] <+JoeBush> Probably I didn’t hit God at a DN 5 with my 3d6
[20:57] <+JoeBush> say I got 2 against DN 5, which means I got a F on my Melee
[20:58] <+JoeBush> So I Exchange Harm with God, and pick one item from the list
[20:58] <+JoeBush> This is going to suck bad, so I take “You suffer -1 harm”
[20:58] <+JoeBush> The god hits me for 9 harm, and I’ve got say 2 armor, so I take that down by 3 to 6 harm
[20:59] <+JoeBush> Unless I’ve leveled up some, I’m probably KO now.
[20:59] <+JoeBush> The 9 Harm comes from a generic NPC chart in the GM section, and also on the GM screen/handout
[21:00] <+JoeBush> (Just found another error thanks to that! Nice work!)
[21:00] <~Dan> Hmm… So the PC takes damage automatically on a fail.
[21:00] <~Dan> (You’re welcome! 😀 )
[21:00] <~Dan> And a higher difficulty makes a Fail result more likely.
[21:00] <~Dan> Have I got that right?
[21:01] <+JoeBush> Yeah, actually, the PCs take damage automatically whenever they try to fight someone in a standup fight.
[21:01] <+JoeBush> the Exchange Harm move means that you and your opponent BOTH deal damage to each other
[21:01] <+JoeBush> (Since the enemy never gets a turn)
[21:02] <+JoeBush> Which means you’re guaranteed to take some damage in battle, it’s battle after all.
[21:02] <~Dan> Wow… So how does the Melee Battle Move work, then?
[21:02] <~Dan> (Howdy, Monochrome_Tide, KJ)
[21:02] <+JoeBush> Armor helps mitigate that, but also most moves that allow you to Exchange Harm have selectable options for adding more to your own damage, or reducing the incoming damage
[21:03] <+JoeBush> here’s Melee for example: Melee – When you fight in close combat, roll Power and Exchange Harm. S: Choose 3. T: Choose 2. M: Choose 1 and fate intervenes. – You inflict +1 harm. – You suffer -1 harm. – You overrun their position. – You outmaneuver your opponent. – You grapple with your opponent.
[21:03] <~Dan> How is that different from the Exchange Harm Move?
[21:03] <+JoeBush> You can take a selection several times if it makes sense, so you can use that to soak up damage or really wail on the guy
[21:03] <+JoeBush> Melee *contains* Exchange Harm.
[21:04] <+JoeBush> EH is just “you move into range, and you both deal damage” more or less.
[21:04] <+JoeBush> Melee adds options onto that that make you better at Exchanging Harm
[21:05] <+JoeBush> So a non-fighter could Exchange Harm with someone, but they’re going to get decked
[21:05] <~Dan> Is that a common way of handling melee combat in PbtA games?
[21:05] <+JoeBush> the fighter with Melee will do about as bad as the non-fighter only on a Fail of the roll, and even then they’ll get a better outcome by 1 selection
[21:05] <+JoeBush> Yep.
[21:06] <+JoeBush> We’ve extended it slightly by adding some simple range rules and a direct Deal Harm version for some specific things (like traps or curses you can’t fight back against)
[21:06] <+JoeBush> We’ve also unified the fail condition to be consistent across all moves
[21:07] <+JoeBush> And clarified that GM moves are nothing like Player moves
[21:08] <~Dan> I’m wondering why other PbtA games don’t use a range of difficulty mechanic.
[21:09] <+JoeBush> Other games do it to keep the system streamlined, I assume
[21:09] <+JoeBush> There’s a division of labor in PbtA
[21:10] <+JoeBush> The GM basically doesn’t roll dice at all, freeing them to focus on keeping the game moving and paying attention the players
[21:10] <~Dan> Right, I get that.
[21:10] <+JoeBush> the players make their attempts and GM tells them what happens, either impending bad (a Soft GM move) or unalterably bad (a Hard GM Move)
[21:11] <+JoeBush> In AW, you get better at things in two main ways: You fail less often (ie you increase your stats) or you change the Move slightly
[21:12] <+JoeBush> HFA leaves the moves stable and allows the GM to adjust the difficulty because players will be increasing their stats more
[21:12] <+JoeBush> or through a wider range at least.
[21:12] * ~Dan nods
[21:13] <~Dan> You mentioned the group deciding how magic works in the setting. What are some options there?
[21:14] <+JoeBush> We present 3 basic metaphysics systems, which we designed to produce a very different feel from the usual fantasy tropes
[21:14] <+JoeBush> Auras and Halos means that all magic is visible, even the raw unused manna in the air
[21:14] <~Dan> (Howdy, Will)
[21:14] <+JoeBush> when you harness magic, your halo glows, marking you. Hence gods are highly visible and clearly powerful
[21:15] <+JoeBush> Spirits of the Land means that your magic is dependent on the cooperation of local small gods. Think Japanese Shinto or Native American deities
[21:16] <+JoeBush> The third option is Natural Law, which means there isn’t really any external magic at all, but there are creatures with superhuman powers.
[21:17] <+JoeBush> Auras and Halos is sort of the default, while Natural Law requires you to remove or rationalize some of the more magically-inclined moves and equipment.
[21:17] * ~Dan nods
[21:17] <~Dan> Do you include a bestiary?
[21:17] <+JoeBush> Kind of
[21:18] <+JoeBush> We include lists of possible creatures for the Power Pools and Creature Portfolios
[21:18] <+JoeBush> Each of those also has a few GM moves associated with it, and some details about its outlook
[21:18] <+JoeBush> but we don’t specify each creature or it’s stats: that’s what the NPC chart is for.
[21:19] <&GKG_Alan> oi
[21:19] <&GKG_Alan> (is there a QA right now?)
[21:19] <+JoeBush> The idea being the GM can figure out what sorts of critters are running around and produce them on the fly quite easily, or glance at the list for a suggestion at a given level of power.
[21:19] * +JoeBush waves
[21:19] <~Dan> (Yup, just wrapping up.)
[21:20] <&GKG_Alan> (oi)
[21:20] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:21] <+JoeBush> I’ll just give a brief description of some of the things we’re doing on the KS
[21:21] <+JoeBush> We’ve tried to make our campaign more interactive than most
[21:21] <+JoeBush> E
[21:22] <+JoeBush> We’ve got several stretch and social goals that have multiple options
[21:22] <+JoeBush> And we post polls when we reach them to see which of those options is most popular
[21:22] <+JoeBush> And that’s the one that we do
[21:23] <+JoeBush> We’ve also got a fiction thread running by Richard Kelly who wrote for Oubliette Second Edition
[21:23] <+JoeBush> that also is based on the votes of backers
[21:23] <+JoeBush> We do encounters between the cast of characters, then have a poll
[21:23] <+JoeBush> then based on the poll results, we write how the battle between those characters goes.
[21:24] <+JoeBush> That’s the Prophecy War on the KS page and in the KS updates.
[21:24] <+JoeBush> I’m also doing a few more Kickstarter Live streams to answer more questions, on the 14 and on the 17th.
[21:24] <~Dan> Cool!
[21:25] <+JoeBush> The links to those are in the Kickstarter updates.
[21:25] <+JoeBush> Here’s the link again: (Link: https://www.kickstarter.com/projects/josephleebush/heroines-of-the-first-age?ref=9uvp9t)https://www.kickstarter.com/projects/josephleebush/heroines-of-the-first-age?ref=9uvp9t
[21:25] <~Dan> Thanks very much for joining us, JoeBush!
[21:26] <+JoeBush> Thanks for having me, Dan!
[21:26] <+JoeBush> It was fun!
[21:26] <~Dan> As a reminder to folks, 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/
[21:26] <~Dan> Now, if you’ll give me just a moment, I’ll get the log posted and link you!
[21:26] <+JoeBush> righto