[19:37] <+CJHurtt> My name is CJ Hurtt and I am the writer of Glimpse the Beyond 2e. I worked with Travis about 10 years ago writing some supplemental stuff for Travis’ other game Contagion. I’ve written a number of comics, stories, and have done various work for hire gigs over the years
[19:38] <+TravisLegge> My name is Travis Legge. I’m a game developer, writer, filmmaker, and gamemaster from Rockford, Illinois. Been gaming for 33 years or so, and publishing for about 15 or 16. Our game is Glimpse the Beyond, a horror/urban legend/creepypasta inspired game of Magi learning the secrets of the universe and facing threats from Things That Should Not Be.
[19:40] <+CJHurtt> (done)
[19:40] <~Dan> Thanks, guys! The floor is open to questions!
[19:40] <+TravisLegge> CJ handled the setting and worldbuiding for second edition, and we divided up the system work. CJ is awesome. (done)
[19:41] <~Dan> So all of the PCs are magicians?
[19:41] <+TravisLegge> The game is designed with magick using PCs in mind, but there is no reason why you could not play a regular joe. The Magick system is not necessary to explore the world at all.
[19:42] <+CJHurtt> Yes, but they do not have to start out that way. The Players are kind of thrust into this world. So it is entirely possible to role play gaining your abilities
[19:42] <+Adam> What would you say is the biggest difference between the first and second editions, and why did you decide to make that change?
[19:42] <+CJHurtt> I’ll let Travis answer that
[19:44] <+TravisLegge> Oh, man…the setting is WAYYY More developed in second edition. I painted 1st edition’s setting with a VERY broad brush, and with Second Edition, CJ has taken my sort of open world, minimalist approach and given it a feel and life that it previously lacked, while keeping the world flexible enough to withstand contact with PCs
[19:44] <~Dan> Can you tell us more about the setting?
[19:45] <+TravisLegge> from a system perspective, we also included several refinements, allowing the characters to impact the world with the result of their die rolls in a real, narrative way, as opposed to a simple “pass/fail” which the previous system was more geared to.
[19:45] <+TravisLegge> (done)
[19:45] <+TravisLegge> I’ll let CJ talk about the setting.
[19:46] <+CJHurtt> The world of Glimpse is really just the world outside your window. The setting is modern day, real world. The difference is that reality as we know it is being infiltrated by monstrous beings. The legends, including creepypasta, and superstitions are all true…
[19:47] <+CJHurtt> Players can take on the role of Magi. Magi are capable of great power and have the ability to keep the powers of darkness at bay…or join them
[19:47] <+CJHurtt> (done)
[19:48] <~Dan> Can you give an example of “creepypasta”?
[19:48] <+CJHurtt> Slenderman
[19:49] <+TravisLegge> any creature from folklore. Jack the Killer to the Jersey Devil, to the Ohio Grassman, to Mothman
[19:49] <~Dan> The Ohio Grassman…?
[19:49] <+CJHurtt> There is a pretty easy to use character creator guide in the game. So if you have a local legend that you’d like to homebrew for Glimpse, it’s easy to do that
[19:50] <+TravisLegge> Yeah, he’s like bigfoot. But…in Ohio.
[19:50] <+Adam> I love the Mothman stories. I’m kind of obsessed with it.
[19:50] <+CJHurtt> Locally, we have Bandage Man. I put him in the starter adventure
[19:51] <+CJHurtt> Bloody Mary might be fun
[19:51] <+TravisLegge> There are basically two ways that a creature can find its way into the world. You have a specific type, which has been established, like, Slenderman as an example. It has stats, it behaves a certain way.
[19:51] <+TravisLegge> then you have Tulpas, which can basically alter their abilities to match any urban legend. You can edit them if you can change their legend enough. They have not become “established” they are amorphous to a degree
[19:52] <+TravisLegge> (done)
[19:53] <+CJHurtt> The supernatural enemies are collectively known as Anathema. We have quite a few in the book to get you started, but you are given tools to make your own. Also, the pre-made have point pools that you can edit so Players won’t always know what they’re fighting
[19:53] <+CJHurtt> (dine)
[19:53] <~Dan> So would vampires be Tulpas, since their abilities seem to constantly change?
[19:53] <~Dan> (*pauses to eat as ordered*)
[19:54] <+CJHurtt> You can make vampires be a set enemy type, but Tuplas can certainly take the form of a Vampire
[19:54] <+TravisLegge> They’re kind of an SAT answer. Not all vampires are Tulpas, but all Tulpas could, theoretically, become vampires.
[19:55] <+CJHurtt> We really wanted this game to be open to allow player groups to change things as needed
[19:55] <~Dan> Is there a unifying threat behind the Anathema?
[19:55] <+TravisLegge> And you can, as the Game Master, apply that logic across the board to keep things interesting for the players. Are they facing a true creature, or a tulpa that is adopting the template. If it is a tulpa, how are the local legends altering its behavior.
[19:55] <+CJHurtt> Sort of…
[19:56] <+TravisLegge> There is a Lovecraftian element in the background. Beyond the stuff you normally run across, there are dark, horrid elder things out there that are incmprehensible and could shatter the earth with a thought.
[19:56] <+CJHurtt> In Glimpse, the world is in a random and chaotic universe. We humans do not matter even a little. That said, the Old Ones, when they cast an eye our way can absolutely cause reality to warp. That is sort of the birthing process for the Anathema
[19:57] <+CJHurtt> It’s a little morally ambiguous at times, this game lol
[19:57] <+TravisLegge> how much those come into play is left to the Game Master. One setting permutation, which offers a look into the future, has humanity encountering more creatures along these lines in off-world colonies.
[19:58] <+TravisLegge> Yeah, like an old one sort of sneezes in the general direction of earth and a hundred anathema are born. that sort of thing.
[19:58] <+TravisLegge> (done)
[19:58] <+CJHurtt> They are evil to us because of what they do against us. But, really, they’re more like predators. (done)
[19:59] <~Dan> There’s a sci-fi option?
[20:00] <+CJHurtt> Yes! We have the basics for an option in this book, but there’ll be a larger expansion in the future on that
[20:00] <+TravisLegge> yessir. A dark future when ritual magick and technology are combined.
[20:00] <~Dan> Oh, very nice.
[20:00] <+TravisLegge> Depending on the popularity of Second Edition, we are not opposed to exploring other sub-genres or timelines as well.
[20:01] <~Dan> How powerful are the Magi compared to mages in other popular RPGs? Can you give us a good comparison?
[20:02] <+CJHurtt> Magick works a little differently in Glimpse than most games. It is VERY powerful, but comes with a lot of costs and takes time. The people wielding the Magick are still largely squishy humans…
[20:03] <~Dan> (Howdy, Ettin!)
[20:03] <~Dan> So no fireballs n’ lightning bolts?
[20:03] <+CJHurtt> I would say that, especially if you’re just starting our as a Magus, you should have a secondary weapon for sure
[20:03] <+TravisLegge> That’s kinda hard. In terms of raw power, the Magi are a bit challenging to measure. On one hand, Magi are incredibly flexible. Similar in some ways to the way spontaneous magic is handled in Ars Magica or Mage: The Ascension. Magi use rituals (which are SLOW) to craft magickal effects by purchasing components. With enough time and skill and friends, truly
[20:04] <+CJHurtt> The Magick system is my favorite part of this game. Lemme type something up here….
[20:04] <+TravisLegge> remarkable effects can be achieved. However, if a Magus gets jumped in an alley by Spring-Helled Jack and he’s not got any sort of artifacts or prepared spells ready, he’s no more powerful than you or i
[20:05] <+Adam> This intrigues me because I love Ars Magica and pretty much loathe the magic systems, and spellcasting of traditional fantasy games.
[20:05] <+Ettin> (Hey)
[20:05] <+CJHurtt> Our system doesn’t have set spells. Your dice rolls create a point pool from which you “buy” various levels of components. From that, you Weave your spell together. It takes time (and sometimes Sanity points too), but you’re really only limited by how imaginatively you can use those components.
[20:06] <+TravisLegge> yeah, you don’t have spell slots here. It’s all purchasing components. A basic spell has a range of 0 feet, target of self, and deals no damage, heals no damage, and effects no traits. You purchase components with your roll result.
[20:06] <+TravisLegge> (done)
[20:06] <+TravisLegge> (hi Ettin!)
[20:06] <~Dan> Hmm. You mentioned prepared spells. How does that work?
[20:06] <+CJHurtt> So your rolls give you points to buy say…Duration, Damage, Range, and Seeking…now you’re enemy better run because that fireball will chase him forever
[20:08] <+TravisLegge> You can imbue spells into items for later use, but doing so is VERY costly, and once they are used, they are generally burnt out. You can also create Artifacts with more permanent effects, but those carry more permanent costs.
[20:08] <+CJHurtt> You can Imbue items with a spell for onetime use OR you can create a Magickal item that can use the spell many times, but that WILL cost you Sanity and other things like XP. There’s a very high cost to Magick because it is so very powerful in the game
[20:08] <+CJHurtt> Ha! Jinx
[20:08] <+TravisLegge> lol
[20:08] <+CJHurtt> Honestly, the Magick system is where this game shine
[20:08] <+CJHurtt> s
[20:09] <+TravisLegge> I think working out the details of magic items in the context of the new system was one of the greatest challenges and rewards for us.
[20:09] <+TravisLegge> (done)
[20:09] <+CJHurtt> Yeah. There were phone calls lol
[20:09] <+CJHurtt> (done)
[20:10] <~Dan> I’m kind of getting the sense that Magi are like CoC Investigators who can use Mythos magic with much more success and less cost than their CoC counterparts.
[20:11] <+TravisLegge> It’s not entirely dissimilar. There’s definitely some CoC in the DNA of the game. I think they’re grown from the same seed and soil, with some more contemporary spin in Glimpse the Beyond.
[20:11] * ~Dan nods
[20:11] <+CJHurtt> I can see the comparison, but there is significant cost. Components can cost Sanity, for example
[20:13] <~Dan> Oh, sure, I get that. I just mean that a CoC Investigator is also a “squishy human” with access to magic, but the cost is too high for a CoC Investigator to become a “magi” without going Coo-Coo for Cocoa Puffs.
[20:13] <+TravisLegge> Though, MAgi in Glimpse are unlikely to go PERMANENTLY insane…on their first outing 😉
[20:14] <+CJHurtt> Oh yeah. Definitely
[20:14] <+CJHurtt> Insanity is like a third outing thing
[20:14] <~Dan> How do Magi generally become Magi?
[20:15] * ~Dan chuckleks
[20:15] <+TravisLegge> Right, in CoC, if you learn magic, you WILL just wind up going nuts. In Glimpse, if you are VERY VERY careful, you can become extremely powerful and remain relatively intact.
[20:15] * ~Dan chuckles, even
[20:16] <+TravisLegge> It depends. There are a number of secret societies and factions who actively recruit promising members. Some Magi seek out information when they encounter one of the Anathema, or the aftermath of one of the Anathema.
[20:16] <~Dan> Is Magick purely learned, or does it require natural ability?
[20:17] <+TravisLegge> SOme few just have a knack for the supernatural, or are drawn to it, but ultimately, Magick is an academic pursuit in Glimpse the Beyond, so the backgrounds tend to skew that direction.
[20:17] * ~Dan nods
[20:17] <+CJHurtt> You can buy in to the required skills at character creation, but it is treated as a craft and an art. Few or pure naturals.
[20:17] <+CJHurtt> are*
[20:18] <~Dan> What are “pure naturals” in this context?
[20:18] <+TravisLegge> Anyone CAN learn it with the proper access to lore and time.
[20:18] <+TravisLegge> systematically a pure natural would be no different than a trained magus
[20:18] <+CJHurtt> What i mean is there are no Magi that are supremely powerful or gifted right out of the gate. I has to be a slower process
[20:18] <+TravisLegge> the pure natural just “gets it” and would, generally speaking, have a very low Ritual Magick score.
[20:20] <~Dan> Do you have a character sheet that we can see?
[20:22] <+CJHurtt> We’re still working on it, but here’s first edition (Link: http://www.drivethrurpg.com/product/128788/Glimpse-the-Beyond-Editable-Character-Record-Sheet)http://www.drivethrurpg.com/product/128788/Glimpse-the-Beyond-Editable-Character-Record-Sheet
[20:22] <+TravisLegge> We do not have the Second Edition sheet completed yet. The 1st edition sheet is still available via DriveThruRPG, and won’t be TOO different
[20:22] <~Dan> Give me just a sec to grab that…
[20:23] <+TravisLegge> There are some changes to the basic Abilities and to Resilience values, but the sheets will be pretty similar I think
[20:24] <+CJHurtt> Yeah. The system and some of the terminology was changed for Second Edition. The sheet will give you a good idea though
[20:24] <+TravisLegge> Sad truth: I have not looked at the 1st edition sheet in months. Heh.
[20:24] <~Dan> Okay, here we go…
[20:24] <~Dan> Was is Affinity?
[20:25] <+TravisLegge> So, each Magus has a type of Magick they are drawn to and exceptionally skilled with. You can choose any descriptor you want. One Magus may have a “fire” affinity, while another may have “disease”
[20:25] <~Dan> (Howdy, EggEmbry! We’re talking about Glimpse the Beyond, a modern magic/horror game. 🙂 )
[20:25] <+TravisLegge> YOu get bonuses when crafting an efect that includes your affinity
[20:25] <+EggEmbry> Excellent!
[20:26] <+CJHurtt> Hey Egg!
[20:26] <+TravisLegge> (Hi EggEmbry)
[20:26] <+TravisLegge> *effect
[20:26] <~Dan> Most of the stats seem pretty self-explanatory… is Power strength and Grace agility?
[20:26] <~Dan> are, rather
[20:27] <+TravisLegge> Some magi, who follow Chaos, alter their affinities daily, but most pick one and retain it for life.
[20:27] <+TravisLegge> basically. Power also covers stamina in most regards
[20:27] * ~Dan nods
[20:27] <~Dan> What attributes govern Magick?
[20:28] <~Dan> Or are attributes tied to skills?
[20:28] <+CJHurtt> Some of the terms changed for 2e, but nothing that’ll throw most gamers. We stuck to typical terms for the most part
[20:28] <+TravisLegge> Mostly Intelligence governs magick
[20:29] <+TravisLegge> But other abilities can come into play, depending on how the effect is used
[20:29] <+CJHurtt> Occult, Ritual Magick, and Ats&Crafts also come into play depending on the thing the Magus is wanting to do
[20:29] <~Dan> What is the relationship between attributes and skills?
[20:29] <+CJHurtt> Arts*
[20:29] <+TravisLegge> Effects are generated with an INtelligence x Ritual Magick roll.
[20:30] <+TravisLegge> Attributes in second edition reflect the number of dice rolled, whlle the associated skill acts as a multiplier
[20:30] <+CJHurtt> It’s primarily a d6 system with Attribute s Skill
[20:30] <+CJHurtt> X
[20:30] <+TravisLegge> So, if I go to trip you I would roll a number of d6 equal to my Grace. I would then multiply the highest die result by the value of my Close Combat skill
[20:31] <+CJHurtt> Travis was really the brains behind the math. I worked largely on lore, setting, and items
[20:31] <~Dan> Ah, so you take the highest die rather than adding the pool. Gotcha.
[20:31] <+TravisLegge> Any sixes rolled beyond the first add a +1 to the die total. (So a roll of 6, 6, 4, 1 is a total of 7)
[20:31] * ~Dan nods
[20:32] <+TravisLegge> Then you compare to either a target number, or an opposed roll. If you succeed the difference becomes result points, which you can spend for narrative effects.
[20:32] <~Dan> Reminds me of… Oh, darnit, I can’t remember the system name now. I think the company was Dream Pod 7 or somesuch.
[20:33] <+TravisLegge> I can do damage with a punch, but I can also reduce your initiative, reduce your efficiency on your next attack, embarass you and reduce your Resolve to continue fighting….
[20:33] <~Dan> Ah, Dream Pod 9.
[20:33] <+Anemos> Silhouette
[20:34] <~Dan> That’s the one, Anemos, thanks. Only it added rather than multiplied.
[20:35] <~Dan> That’s pretty slick, TravisLegge.
[20:35] <+TravisLegge> I’ll have to look that one up. I’m unfamiliar.
[20:35] <+TravisLegge> Thanks, we try.
[20:35] <~Dan> Does Power affect melee damage?
[20:35] <+TravisLegge> depending on the attack, yes.
[20:36] <~Dan> So you attack with Grace, and then Power affects damage if you’re trying to hurt the person?
[20:36] <+CJHurtt> There is also social combat.
[20:36] <~Dan> Social Combat, you say? Nice.
[20:37] <+TravisLegge> one of the things we tried to achieve with the system are to offer the players multiple ways to get to an end result. If you are a big hulking bruiser, you’re gonna roll Power x Close Combat to smash someone. But if you’re a quick, lithe, backstabber, you’re gonna want to roll Grace when you attack.
[20:37] <+CJHurtt> Obviously, you can role play an argument, but we have a system for rolling that with dice too
[20:38] <+TravisLegge> And, of course, anything you can do by mundane means, you can do with magick, so you have spells that can target people as if you were targeting them in social combat.
[20:38] <~Dan> TravisLegge: Ah, I see. So Power doesn’t act as a strength boost — it’s just an alternate attribute to use for combat.
[20:38] <~Dan> In terms of damage, I mean.
[20:38] <+TravisLegge> Some weapons will have power act as bonus result points
[20:39] <~Dan> Ah, I see.
[20:39] <~Dan> Do weapons just add directly to result points?
[20:39] <+TravisLegge> but damage is something you purchase with result points. It’s possible to hit someone rather squarely and elect to deal no actual damage because you’ve spent the result points elsewhere.
[20:39] <+TravisLegge> yes, if the attack hits.
[20:40] <~Dan> How deadly is combat?
[20:40] <+CJHurtt> You’re playing for keeps
[20:41] <+CJHurtt> It is entirely possible to die in combat.
[20:42] <~Dan> I see you have several damage tracks for Wounds, Critical Wounds, Resolve, Sanity, and Critical Sanity. How does that work?
[20:42] <+TravisLegge> pretty easily. I mean, you can spend result points on a bunch of fancy tricks and narrative things, or you can ratchet up damage and mess someone’s day up in a hurry.
[20:43] <+TravisLegge> and magickal healing is present, but its slow and not the easiest spell to cast (costs more result points than wounding someone)
[20:44] * ~Dan nods
[20:47] <~Dan> Did you guys catch my wounds question?
[20:48] <+TravisLegge> Oh I just saw it
[20:48] <+TravisLegge> Wounds changed a bit in second edition
[20:48] <~Dan> How so?
[20:48] <+TravisLegge> But the basic idea is that you have regular wounds, which is quickly healing, casual damage
[20:49] <+Adam> The more I read, the more I’m liking this.
[20:49] <+TravisLegge> cuts and bruises, a stinging insult, simple shock. Probably nothing that’s going to kill you.
[20:49] <+TravisLegge> (Thanks Adam!)
[20:49] <+CJHurtt> Health, Sanity, and Poise can all be attacked and have Wounds.
[20:50] <~Dan> Poise being for social combat, I assume?
[20:50] <+CJHurtt> Yes.
[20:50] <+TravisLegge> Critical wounds can end you in a hurry, drive you permanently crazy, or give you permanent impediments
[20:51] <+CJHurtt> If you hit 0, you are out for the scene. If you are damaged below 0, you can die or gain a Derangement or Disorder
[20:51] <~Dan> (wb, EggEmbry)
[20:51] <+TravisLegge> Generally critical wounds are harder to inflict. Usually weapons and magick, or clashing with Anathema. But some mundane things can do it (Watching a loved one get skinned alive would probably deal Critical Sanity wounds)
[20:51] <+CJHurtt> This is one way that the system changed a lot from 1e
[20:52] <~Dan> Gotcha.
[20:52] <~Dan> Do result points go directly to wounds (assuming the attacker is trying to hurt the victim)?
[20:53] <+CJHurtt> They can. You can spend your result points for straight damage, but you don’t have to…
[20:53] <~Dan> Right.
[20:54] <+CJHurtt> You can also spend points to reduce the enemy’s initiative for the next round or throw them down or, if in social combat, have them get flummoxed and essentially lose a turn. You can have a long term goal in combat
[20:54] <+TravisLegge> certain items like armor, and some magick can help insulate against incoming damage
[20:54] * ~Dan nods
[20:55] <+CJHurtt> Yeah. There’s resistance and modifiers.
[20:56] <~Dan> You touched on this earlier, but how large is your bestiary?
[20:56] <+TravisLegge> The base book will have between 10-20 creatures in it i think? We are adding an expanded bestiary as a stretch goal at…$3250 i think?
[20:57] <+CJHurtt> There are also sample stats for mundanes such as soldiers and cultists and the like
[20:57] * ~Dan nods
[20:58] <+CJHurtt> Lots of cultists
[20:58] <~Dan> Do cultists use the same Magick as the Magi?
[20:58] <+TravisLegge> Yeah, looks like 18 creaturs in the base manual at this time (we are still making editorial tweaks, so one or two might get bumped, but I doubt it)
[20:58] <+TravisLegge> Some do. Others get strange powers from their masters
[20:59] <~Dan> Oooo… Mythos mutations?
[20:59] <+CJHurtt> Absolutely possible.
[20:59] <~Dan> Cool!
[21:00] <+CJHurtt> The main thing I want out of this is for players to be able to use the tools in the book to create exactly what they want in the experience
[21:00] <~Dan> Do some or all of the creatures require specific means to dispatch?
[21:00] <+TravisLegge> Right, we wanted to give a robust, flexible toolbox for players and GMs to go nuts with
[21:01] <~Dan> (wb, EggEmbry)
[21:01] <+TravisLegge> usually there will be a specific weakness, but sometimes there’s just no inherent weakness at all, the best you can hope for is to weather the storm, or get very very lucky and overwhelm the creature.
[21:01] <+CJHurtt> That’s one of the fun parts. You see a Tulpa and say “oh. I know how to deal with this” well, that’s not true if the Guide homebrewed their own version of the Tulpa
[21:02] <+CJHurtt> Certain Anathema are presented as being very tough to beat. Jersey Devil, for example. The King in Yellow
[21:03] <~Dan> Given the freeform nature of Magick, what keeps PCs from just coming up with magical solutions to every threat?
[21:03] <~Dan> (wb, Drew)
[21:03] <+TravisLegge> time, available resources, planning.
[21:03] <+CJHurtt> Casting time and limits to Sanity
[21:04] <+CJHurtt> Spells can take up to 24 hours to cast
[21:04] <+TravisLegge> Smart PCs will do the legwork, set a trap, and fight the anathema on their own terms. Magick can help, but it’s not the be all end all. Sometimes (especially when you get jumped by some tentacled monster) a shotgun is more effective than a spell
[21:04] <+CJHurtt> A lot take about two combat turns though. Still, that’s plenty of time to get eaten
[21:05] <+TravisLegge> and the faster you cast, the harder it is to cast, and the less effective the spell is, generally.
[21:05] * ~Dan nods
[21:05] <+CJHurtt> Components that take Sanity to power up will eat you alive if you’re not careful
[21:06] <~Dan> How exotic do spell components tend to be?
[21:07] <+TravisLegge> You mean components as in things you need in order to be able to cast, not Components as in the parts of a spell, right?
[21:07] <+TravisLegge> things you need to be able to cast tend to be readily available. THat side of things are handled narratively. There is no “eye of newt, wing of bat” so much as it’s language, ahnd gestures, drawn symbols, and often items associated with the Magus’s affinity
[21:08] <~Dan> Ah, I see.
[21:08] <+CJHurtt> At most, you’ll need a good spice rack
[21:08] <+TravisLegge> So the aforementioned fire affinity magus might use burning incesne whenever he casts to get a little boost, for example.
[21:08] <+TravisLegge> And when in doubt, you’ve always got blood 😉
[21:08] <+CJHurtt> Or someone else does
[21:09] <+CJHurtt> Oh. Yeah. You don’t have to be a good guy
[21:10] <+TravisLegge> that’s true. We “forgot” an alignment system 😉
[21:10] * ~Dan chuckles
[21:11] <~Dan> Are cultists at an advantage when it comes to Magick, since presumably Sanity isn’t a concern for them?
[21:11] <~Dan> (Howdy, Viktyr!)
[21:11] <+CJHurtt> There’s room for running an adventure where your Coven is trying to harness the power or join ranks with an Anathema
[21:11] <~Dan> (wb, EggEmbry!)
[21:11] <+CJHurtt> Too much Sanity loss will start resulting in permanent flaws. So, yeah, not caring about Sanity is an advantage, but it’s short term
[21:12] <+TravisLegge> Not especially. Some cultists might have an improved resistance to madness, but most are bonkers.
[21:12] <+TravisLegge> obviously they’re crazy: theyre serving horrors from beyond 😛
[21:12] <~Dan> Right, but I mean, if they’re already crazy, isn’t Sanity loss a non-issue for them?
[21:13] <+TravisLegge> As long as they don’t mind the derangements stacking up
[21:13] <+CJHurtt> The permanent flaws will start affecting their ability to do anything
[21:13] <+TravisLegge> Eventually they get so crazy that they basically drool in a corner, locked in their own madness.
[21:13] <+CJHurtt> That’s why there’s shotguns
[21:14] <+TravisLegge> but till that point, you can have a hell of a ride. lol
[21:14] <~Dan> Heh. I see. 🙂
[21:14] <~Dan> In general, what do you think makes Glimpse stand out from other modern magic/horror games?
[21:15] <+CJHurtt> The openess of the system and definitely the options that the Magick system gives to the player. This game
[21:15] <+CJHurtt> is meant to be messed around with\
[21:16] <+TravisLegge> I think the flexibility of the setting and system make it stand out. Part of horror is not knowing what you are facing, and what your enemy is going to do. I think Glimpse sets that up beautifully for the characters in the world as well as the players controlling them
[21:16] <+CJHurtt> I personally am looking forward to the stories of unexpected uses of Magick
[21:17] <~Dan> Can you say a bit more about the future setting?
[21:18] <+TravisLegge> You wanna tackle this one CJ or should I?
[21:18] <+CJHurtt> I’ll let you field this one
[21:20] <+TravisLegge> Cool. So, in the not too distant future, a human exploratory vessel sets out to colonize Mars. Unknown to the corporation responsible, there are a couple Magi among the colonists. While out there, they are attacked by Anathema. A few of the colonists survive and get a message back to Earth about their plight.
[21:21] <+TravisLegge> One of the directors of this corporation also knows a Magus and brings her in. They work together to rescue the colonists and establish a secure outpost. The company rebrands Magick as Metateck and announces the existence of aliens.
[21:22] <+TravisLegge> Fast forward another hundred or so years in the future. By harnessing the power of captured Anathema, Metatck ships are capable of extrasolar travel. Humanity has begin to spread into space, with mundane human colonies and Metatechnicians exploring and colonizing, and fighting the Things That Should Not Be for dominon over habitable worlds.
[21:23] <+TravisLegge> (done)
[21:24] <~Dan> Very cool. 🙂
[21:24] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:25] <+CJHurtt> We have several pre-made Secret Societies that players can choose to belong to or fight…
[21:25] <+CJHurtt> These range from the studious Miskatonic Honors Society to the biker gang known as the Golden Horde
[21:26] <~Dan> Heh. Cool. 🙂
[21:26] <+CJHurtt> Ranks within these societies come with perks, but also require a set of rules to follow or there will be punishments. (done)
[21:26] <+TravisLegge> Yes, and many of the things we touched on are detailed a bit more in the backer-only updates and previews at the Kickstarter 🙂
[21:27] <~Dan> Nice. 🙂
[21:27] <+CJHurtt> Yes! We are running a Kickstarter. If any of you have pledged…thank you so much!
[21:27] <~Dan> Thanks very much for joining us, guys!
[21:27] <+TravisLegge> Also: we have a 1st edition sale going on at DriveThruRPG, where you can get the 1st edition materials SUPER cheap to test drive if, after hearing all this awesomeness, you are still on the fence. The sale ends at 9 AM CST on the 30th
[21:27] <+CJHurtt> Thank you for having us, Dan! It was really fun
[21:28] <~Dan> If anyone would like to contribute do my efforts, you can do so here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:28] <+TravisLegge> Thank you so much!!!
[21:28] <~Dan> And now, if you’ll give me just a minute, I’ll get the log posted and link you. 🙂
[21:28] <~Dan> You’re very welcome!
[21:28] <+TravisLegge> Beautiful!