[20:35] <+CMDolph> Well, I am Carrie Dolph. Dave Dolph is also here. We have written a 5E compatible setting called “After the Crash” which is post-apocalyptic science-fantasy.
[20:37] <+CMDolph> The game is based on the old RPG “Gamma World” in some respects. Players can play ‘normal’ humans (called True Humans in AtC), or mutant humans (those with mutations/powers), self aware animals, a new species called the K’Oh
[20:38] <+CMDolph> or a symbiotic species of plant/animal or fungus/animal called the Symbionts
[20:39] <+DavidDolph> While many of the tropes are loosely based on Gamma World, it is a unique setting with a slightly more mature outlook.
[20:39] <+BPIJonathan> Are the races all scavengers, or are there any trying to rebuild civilization, as it were?
[20:39] <+CMDolph> Animals can be humanoid (have hands and walk on two legs), or can be more ‘normal’ in appearance.
[20:39] <~Dan> (Please hold questions until after the (done), BPIJonathan. 🙂 )
[20:40] <+CMDolph> If you play the campaign (which is part of the initial book), you start in a small community setting. But the overall campaign is about restoring and rebuilding the civilization, and solving the mystery of the world and the Crash.
[20:40] <+DavidDolph> While characters can be “wonky” (you can really make a wide variety of types) the situation they find themselves in can be dire.
[20:40] <+CMDolph> GMs can of course opt to do as they wish, however.
[20:40] <+BPIJonathan> (sorry, I had the question typed and bumped the keyboard)
[20:40] <+CMDolph> (no worries)
[20:40] <~Dan> (np 🙂 )
[20:41] <+CMDolph> The product will provide a complete world setting,
[20:41] <+CMDolph> but also 4 races (with subraces)
[20:41] <+CMDolph> 9 classes
[20:41] <+CMDolph> 27 archtypes
[20:41] <+CMDolph> 20 backgrounds
[20:41] <+CMDolph> 160+ mutations
[20:41] <+CMDolph> and 40+ new monsters
[20:41] <+CMDolph> (Dave is dicating, I’m typing)
[20:42] <+CMDolph> the book, right now is over 250+ pages
[20:42] <+CMDolph> I expect it will be a bit larger by the time I’m done illustrating
[20:42] <+CMDolph> (done.)
[20:42] <~Dan> Thanks, guys! The floor is open to questions!
[20:43] <+DavidDolph> (Link: https://www.kickstarter.com/projects/1585984194/after-the-crash-a-5e-post-apocalyptic-science-fant?ref=email)https://www.kickstarter.com/projects/1585984194/after-the-crash-a-5e-post-apocalyptic-science-fant?ref=email
[20:43] <+CMDolph> we also have a FB page with more information, pictures and articles about the game at (Link: https://www.facebook.com/groups/1917618075148386/)https://www.facebook.com/groups/1917618075148386/
[20:43] <+DavidDolph> To answer BPIJonathan and the question of scavengers and rebuilding civilization…
[20:43] <~Dan> What advantage to True Humans have?
[20:44] <+DavidDolph> the core setting provides a small community that the characters are young members in…the opening adventure starts with them providing aid as youngsters.
[20:45] <+CMDolph> The True Humans get more hit points, a piece of starting technology (which is kind of like a 5E magic item) and significant bonuses when dealing with pre-Crash technology, AI’s, and similar things.
[20:45] <+CMDolph> Their stats are also better than other races. (done)
[20:46] <+BPIJonathan> How advanced is the “ancient technology?”
[20:46] <~Dan> Can other races have mutations, or just mutant humans?
[20:47] <+CMDolph> to the question: Can other races have mutations, or just mutant humans? All races, except “True Humans” have mutations. Only the True do not and can not have them.
[20:48] <+DavidDolph> Ancient technology follows the format of 5E magic items. they have a rarity of Uncommon, Rare, Very Rare and Legendary. Many such items are guns and weapons, but do incldue such thigns as jet packs and even a clone booth.
[20:48] <+CMDolph> All the other races start with at least 1, (but usually 3) mutations. They are perks, not things the PC will rely on. Most of their power will come from their class choice. The only exception to this is the class “Biosculptor” which relies on mutations for all their ‘power’.
[20:49] <+CMDolph> (done)
[20:49] <+DavidDolph> The level of technology is fairly medieval but more
[20:50] <+DavidDolph> but items from our modern times and further forward (laser rifles etc) are known to exist.
[20:50] <+DavidDolph> (done)
[20:50] <~Dan> So mutations are fairly low-key?
[20:51] <+DavidDolph> Not so much low-key but of limited duration or number of uses.
[20:52] <+DavidDolph> For instance you can gain the ability to fly, but only for 1-4 minutes, before you need to take a long rest to do it again.
[20:52] <+CMDolph> (I’d sort of equate them to a combination of 5E species or background perk meets magical cantrip or spell…)
[20:52] <+DavidDolph> (done)
[20:53] <+DavidDolph> Actually some are waht we call “passive” and always on but those are usually more low-key
[20:53] <~Dan> Like natural armor?
[20:53] <+tecromancer> In the play sessions I’ve been in Mutations can affect matter, energy and life to pretty strong degrees. But sort of like a Paladin in classic DnD setting, the abilities are secondary to combat and roleplaying skills. Big exception being biosculptors (the ‘mages’ of this ruleset)
[20:54] <+DavidDolph> Yes, there is a Carapace mutation.
[20:54] <+CMDolph> There is armor. And resistance to certain energy types or damage. They add bonuses to some rolls.
[20:55] <+DavidDolph> We tried to design them to be useful but not dominating play.The core abilites remain with the classes.
[20:55] <+DavidDolph> (done)
[20:55] <~Dan> How “gonzo” do the mutations get? Are there laserbeam eyes, for example? 🙂
[20:56] <+Benjocat> Do your mutations improve as you level, like increased duration or more frequant use
[20:56] <+CMDolph> Yes. And flaming breath, or poison gas…
[20:56] <~Dan> (Oh, welcome to #rpgnet Benjocat!)
[20:56] <+CMDolph> Some of the mutations, such as natural weapons, do improve in damage as you go up in level.
[20:57] <+DavidDolph> Similar to 5E spells, they do more damage once you reach a certain level.
[20:57] <+CMDolph> Plants have the least ‘normal’ or most ‘gonzo’ abilities.
[20:58] <+tecromancer> Many of the mutations are not so directly combat-oriented ,shades of empathy, telepathy, floatation, camoflage, the list goes on.
[20:58] <+CMDolph> There are essentially ‘minor’ and ‘major’ mutations. Most of the ‘minor’ mutations would be the power equivalent of a cantrip or useful perk..
[20:58] <+CMDolph> Such as +2 to a con check versus injected poison.
[20:59] <+DavidDolph> (for the record tecromancer has played in the playtest for the game and has played in the same setting before there was a 5E version of it)
[20:59] <~Dan> (Cool. 🙂 )
[20:59] <+tecromancer> Yeah – Im not a developer, just a long-time-fan 🙂
[21:00] <+CMDolph> The major mutations get much more dangerous and odd. But are also more limited in use. As was mentioned earlier, the Biosculptor Class uses mutations most, and they will gain in power and uses. No other class will.
[21:01] <+DavidDolph> I actually posted an Update to the Kickstarter this afternoon on the topic of mutations and included some design philosophy, the Major Mutaions table and a sampling of mutations.
[21:01] <+DavidDolph> (done)
[21:02] <~Dan> What are the other classes?
[21:02] <+CMDolph> (Dave will dictate)
[21:02] <+CMDolph> 3 new classes
[21:02] <+CMDolph> Biosculptor (the master of mutations)
[21:03] <+CMDolph> Splicemaster (master of constructed companions: they create/control/augment plants, animals or robots.)
[21:03] <+CMDolph> Preservers (master of ancient lore and tech)
[21:03] <+CMDolph> 6 adapted classes
[21:04] <+CMDolph> Barbarian becomes The Focused
[21:04] <+CMDolph> Grifter was Bard. They manipulate emotions.
[21:05] <+CMDolph> Rae Weaver became the Monk. They manipulate bioenergy.
[21:05] <+CMDolph> The Rogue became the “Scavenger” which is the master of physical trickery (and sort of Indiana Jones in Mad Max’s backyard)
[21:06] <+CMDolph> The Fighter became “The Scrapper” – master of arms, combat and leading by the sword
[21:06] <+CMDolph> The Ranger became the Survivalist. Master of surviving in the wilds of Te’Sraaf.
[21:06] <+CMDolph> (done)
[21:07] <+CMDolph> Each of the classes have new ‘archtypes’ too
[21:07] <+CMDolph> they are not like their 5E counterparts.
[21:08] <~Dan> Can you give some examples?
[21:08] <+CMDolph> For example the Scrapper’s three archtypes are “Commander – who is good at large scale battles.” The “Commando” who is good at surviving on their own. And the “Glory Hound” is all about looking good while kicking butts.
[21:10] <+CMDolph> The Scavenger gains the archtypes: “Ambusher” which is similar to a rogue archtype. “Plunderer” who is about circumventing ancient tech and manipulating artifacts.
[21:10] <+CMDolph> (would you like more details or examples?)
[21:11] <~Dan> I think I have the idea.
[21:11] <+CMDolph> The Focused are less about berzerker rage, and more about ‘mindfulness’
[21:12] <~Dan> Mindfulness?
[21:12] <+CMDolph> The ‘now’ of beast living. They live only in the present.
[21:12] <+CMDolph> they don’t worry much about the past, or about consequences
[21:13] <+CMDolph> They focus on what is happening to them ‘now’ to the exclusiveness of other things
[21:13] <~Dan> Ah, I see.
[21:13] <+CMDolph> (done)
[21:14] <+BPIJonathan> So what caused the apocalypse? Rogue planet, moon splitting in half, technological underground dwellers?
[21:14] <+CMDolph> While they are similar to their ‘parent’ 5E class, we tied them into the setting and the ‘logic’ behind that setting.
[21:14] <+tecromancer> I’m going to take an opportunity to re-link this:(Link: https://www.kickstarter.com/projects/1585984194/after-the-crash-a-5e-post-apocalyptic-science-fant?ref=email)https://www.kickstarter.com/projects/1585984194/after-the-crash-a-5e-post-apocalyptic-science-fant?ref=email
[21:14] <~Dan> I note that there aren’t robot PCs. What was your thinking on that subject?
[21:15] <+tecromancer> The project needs more support. yours in particular 🙂
[21:16] <+CMDolph> To the question of “So what caused the apocalypse? Rogue planet, moon splitting in half, technological underground dwellers?” That is part of the mystery of the campaign. The common myth is that aliens with big rocks threw them at the planet and left it for dead in a very short (20 min) assault.
[21:16] <+CMDolph> The rocks were massive. Splitting continents and darkening the skies for years.
[21:16] <+CMDolph> Think nuclear winter, but with rocks not radiation.
[21:17] <~Dan> How would that lead to mutations/
[21:17] <~Dan> ?
[21:18] <+CMDolph> That is also a matter of the mystery part of the campaign. Mutations were not random. They were even recognized as part of the Ancient design of certain creatures pre-Crash.
[21:19] <+CMDolph> There was a great deal of bio-genetic manipulation being done, experiments in chemistry and other ‘less then reputable science’ happening before the Crash.
[21:20] <+CMDolph> After the crash, there was no longer any ‘control’ in the experiments. And many got lose and bred. A single mated pair of K’Oh can have literally thousands of children, creating a whole new race..
[21:20] <+tecromancer> Most mutations are VERY obviously helpful, that the theory of pre-apolalypse life manipulation is bandied about often, theorized on ad-nauseum in the game-world
[21:21] <+CMDolph> Short version: The Crash didn’t cause the mutations. They were already there. (done)
[21:21] <+DavidDolph> PC Robots. While there are robots on the planet they are a legacy of the past and not prevelant in everyday life. For instance there are no robots in the starting community and even larger communities (that the PCs can find in their later travels) dont have working robots.
[21:22] <+DavidDolph> There are actually places that still have robots but these are isolated places.
[21:22] <+tecromancer> (Read as – robots are NPCs to be fought or conversed with to delve into the mysteries)
[21:23] <+DavidDolph> Also many robots were either of military, industrial or domestic use…it is less about alternate sentient life.
[21:23] <+DavidDolph> those are some of the in game reasons.
[21:23] * ~Dan nods
[21:23] <+CMDolph> (We *might* toy with making PC robots later, if we can figure out how not to make them too lame, or too powerful, in some kind of logical way that works with a normal PC’s progression.)
[21:24] <~Dan> What about cybernetics?
[21:24] <+DavidDolph> From a design perspective robots can be tough to do. All too often they provide a wishlist of character capabilites where the player cherry picks abilities
[21:26] <+CMDolph> To the question “What about cybernetics?” Cybernetics would be treated like magic items in 5E. PCs could certainly find such devices. True Humans could use most if not all of them. Other races would most likely not be able to without modification. They can exist. A starting PC would not have them.
[21:26] <+CMDolph> (done)
[21:27] <+DavidDolph> Robots as a race seemed too…lame or weak. 5E races tend to offer only a couple of perks and robots tend to have many options.
[21:27] <+DavidDolph> The Splice-Master class however, does let a characer build their own robot to essentially fight for them.
[21:27] <~Dan> Is there power armor to be found?
[21:28] <+DavidDolph> As the character progresses in level the robot adds in new abilities (done with robots as pcs)
[21:29] <+CMDolph> To the question “Is there power armor to be found?” Yes! It comes in parts and pieces, and may take a campaign to get a awesome suit together. They range in rarity from rare to legendary. Power Armor has innate weaponry and defenses.
[21:29] <+CMDolph> (done)
[21:30] <~Dan> I’m not familiar with the way 5e licensing works. Are you allowed to include the full rules, or is this a supplement?
[21:31] <+CMDolph> (there are also exo-skeletons… they were graphed to people and had limited AI.. unfortunately After the Crash, the suits kept walking even though their ‘pilots’ were dead.. Think of them like technologically created zombies…)
[21:31] <~Dan> Wow, that’s creepy.
[21:31] <+DavidDolph> This is a su-pplement…you will need to get the rules for 5E (which can be gotten for free from their website). Our game does not require anything beyond the basic rules.
[21:32] <+CMDolph> (sometimes, if you take tech to its ‘logical conclusion’ creepy really is the only answer.)
[21:32] <~Dan> wb, Drew
[21:32] <+tecromancer> I resent that! (though I kind of agree….)
[21:33] <~Dan> Can you give us some examples from your bestiary?
[21:33] <+BPIJonathan> (I am enjoying this, but I just was reminded about an assignment I have due before I take off North. I will catch the rest of this on Dans website. I have this bookmarked as something I am interested in. Thank you for chatting with us tonight)
[21:33] <+CMDolph> (think of the get up Matt Damon was in in “Elyssium”)
[21:34] <+CMDolph> (TY for joining us. Have a safe trip)
[21:34] <+tecromancer> Fair travels!
[21:35] <+CMDolph> We have 40+ new monsters. And we adapted monsters from the 5E monster manual to fit into the setting.
[21:35] <+CMDolph> Some version of the ‘classic’ Gamma world monsters, Badder and Ark were adapted to AtC.
[21:36] <~Dan> What are those?
[21:37] <+CMDolph> The Badder was a humanoid badger man. And the Ark (which is an Arrger in AtC) is a humanoid dog that hates people.
[21:37] <+DavidDolph> Arrgers are warped self-aware dog-men with a nearly instinctual hatred for man. Arrgers go out of their way to destroy Ancient things and kill humans of every kind.
[21:37] <+CMDolph> (dave will paste more in a moment.)
[21:37] <+CMDolph> Some of the monsters are unique to our setting, such as the “Vamp Cat” (a terribly cute kitten that will lure you in and drain your life away) to the
[21:37] <+DavidDolph> Battle Cats are splice-tigers that were engineered for war in the Ancient days. Rare Preserver texts hint that all battle cats were designed for use on ships where explosives and guns were a threat to the integrity of the vehicle, but weapons may still have been necessary.
[21:38] <+DavidDolph> Buzzorz look like scaly horses with four spiraled horns protruding from their forehead and rusty colored, lizard-like skin. They are genetically related to lizards, but are warm-blooded. Gentle insectivores, Buzzorz can be befriended and tamed as steeds. Some larger settlements use them for sports.
[21:39] <+DavidDolph> These evolved, self-aware tumble-weeds roll and roam wherever they may, looking for prey, water and minerals. Oddly social, the trundle blades tend to congregate in groups of six or more, communicating through vibrations to each other. All trundle blades have slicing, serrated leaves that have been hardened to a sword-like quality through the consumption of i
[21:39] <+CMDolph> (That description was for a “Trundle Blade” by the way)
[21:39] <+DavidDolph> One interesting aspect of the world is that there are no birds…bats have filled the ecological niche they once held.
[21:39] <+CMDolph> (done)
[21:40] <~Dan> (Howdy, KJ)
[21:40] <~Dan> Huh. That’s interesting, re: bats.
[21:40] <~Dan> Does that mean that there are large, flightless bats? 🙂
[21:41] <+CMDolph> Well, yes.. but you wouldn’t think of them as bats anymore.
[21:41] <+tecromancer> Those are called ‘legged mammals”
[21:41] <+CMDolph> There are no birds for a specific reason..
[21:42] <+CMDolph> but that is again, layered in the history/mystery of the world.
[21:42] <+tecromancer> They do sometimes dress up like bats, andmeet in hotel lobbies…oh wait that is real life…
[21:42] * ~Dan chuckles
[21:43] <~Dan> Oh, are there psionics in the setting? Or are they just a subset of mutations?
[21:44] <+DavidDolph> Subset of mutations…the mental mutations pretty much cover that.
[21:44] <+DavidDolph> The Biosculpter can specialize in mental mutations essentailly being a psionic.
[21:45] <+DavidDolph> From a design perspective psionics would clash to much with mutations and the biosculpter class.
[21:45] <+DavidDolph> (done)
[21:45] * ~Dan nods
[21:46] <~Dan> Is this your first RPG product?
[21:46] <+DavidDolph> First kickstarter, but not first product. I have been doing rpg materials for some years now.
[21:47] <+DavidDolph> I have a bunch of products up on Drivethrurpg and at the DMSGuild 5E site.
[21:48] <+CMDolph> This is my first ‘writing’ assignment/work for someone other then me 😉 I’ve done some artwork for Dave’s other products.
[21:48] <+CMDolph> (done)
[21:48] <~Dan> Cool.
[21:48] <~Dan> 🙂
[21:48] <~Dan> (Howdy, Geek2theRight)
[21:48] <~Dan> (Howdy, WineDarkSea)
[21:50] <~Dan> Do you see this as the beginning of a product line, or is this a one-off?
[21:50] <+CMDolph> I see it as a product line, as I would like to write more modules and adventures for the setting.
[21:51] <+DavidDolph> Even if the Kickstarter fails we’ll be releasing it eventually and if there is enough interest we have a bunch ore we can do for it.
[21:51] <+CMDolph> Adding robots as PC’s or more high level content, or exploring more of the world would be fun for me.
[21:52] <+DavidDolph> The setting is based on Carrie’s campaign that she has been running for over 25 years (off and on). There is a lot of material for it.
[21:52] <~Dan> What system did you use previously, Carrie?
[21:52] <+CMDolph> Its just not ‘polished’ up so that someone other than me could run it. (yet 😉 )
[21:52] <~Dan> (Howdy, Yalborap)
[21:53] <+CMDolph> I used the Gamma World 3 system, liberally influenced by Palladiums TMNT and other Strangeness system
[21:53] <+CMDolph> (done)
[21:54] <+CMDolph> My style of GMing is more about the story and less about the system. It didn’t matter to me what the system was, so long as the story could be told.
[21:54] * ~Dan nods
[21:54] <~Dan> Nothing wrong with that.
[21:55] <+CMDolph> 🙂
[21:55] <~Dan> I think I’m about tapped out on questions… Is there anything we haven’t covered that you’d like to bring up?
[21:57] <+CMDolph> I think we’re touched a great deal, at least in part. We tried to make a unique rule set that would let GM’s make their own setting if the wanted to, but also tried to make an immersive campaign world with it’s own flavor, depth and richness to it.
[21:58] <+CMDolph> It’s my hope people will use the campaign setting, and the campaign, but ultimately, the system is open for other types of games to happen too.
[21:59] <+DavidDolph> While the setting is based on Carrie’s campaign we tried to make it so a person can crete their own world or stories.
[21:59] <+CMDolph> If a person wanted to run something akin to “Watership Down” or “Secret of NIMH” they could probably do it with this setting.
[22:00] <+CMDolph> If they wanted to add an anthropomorphic or selfaware animal to a normal 5E game, they probably cold.
[22:00] <+CMDolph> (*could)
[22:00] <+CMDolph> I think it’s flexible enough to do all sorts of stories, not just post-apocalypse
[22:00] <~Dan> That’s handy. 🙂
[22:01] <+CMDolph> (done)
[22:01] <~Dan> Thanks very much for joining us, guys!
[22:01] <+CMDolph> Thanks for having us. 🙂
[22:01] <+DavidDolph> Thanks for having us and thanks for the awesome questions 🙂
[22:01] <+DavidDolph> (Link: https://www.kickstarter.com/projects/1585984194/after-the-crash-a-5e-post-apocalyptic-science-fant?ref=email)https://www.kickstarter.com/projects/1585984194/after-the-crash-a-5e-post-apocalyptic-science-fant?ref=email
[22:02] <+CMDolph> (Link: https://www.facebook.com/Lupus-Rex-Games-108231709885851/)https://www.facebook.com/Lupus-Rex-Games-108231709885851/ if you want access to some of Dave’s other RPG related writing
[22:02] <~Dan> My tip jar and Patreon link are here, for those interested: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[22:03] <+Geek2theRight> Ok, I came in late. What was the setting about?
[22:03] <~Dan> If you’ll give me just a minute, I’ll get the log posted and link you. 🙂