[19:40] <+Dirk> So, I’m Dirk Vandereyken, I’ve been writing since I was 11. My first book was released when I was 14 – got my hometown’s medal for that one. I’ve been roleplaying since I was 9 and I got to know ‘Iron Sky’ as a PR consultant. I did PR for the movie and when I met the film team at the Cannes Film Festival, doing an RPG just seemed like a natural fit.
[19:41] <+Bren> Based on the movie? So Nazis on the moon?
[19:42] <~Dan> (Please hold questions until we get a (done) from our guest. 🙂 )
[19:45] <+Dirk> @bren: Iron Sky is a SF satire/pastiche. The first film was about Nazi’s on the Moon and doesn’t leave any ambiguity: Nazis ARE the bad guys.
[19:45] <+Dirk> The second film is going to be set 25 years after the first one ends and reveals there’s a reptilian race hiding in the bowels of the Earth. They’re shapechangers and they’re kinda bad.
[19:45] <+Dirk> We’ll be releasing the RPG on the same day as the sequel is being released.
[19:45] <+Dirk> (done)
[19:45] <+Dirk> Definitely, Bren. Just check YouTube, you’ll find ‘Iron Sky’ trailers all over
[19:45] <+Dirk> (done)
[19:45] <+Dirk> (Link: https://www.youtube.com/watch?v=ZNIFyy3i_1I)https://www.youtube.com/watch?v=ZNIFyy3i_1I
[19:45] <+Dirk> Think of it as a ‘pulp’ SF film, with the villains resembling more like the villains out of ‘Indiana Jones’ than anything else
[19:45] <~Dan> Thanks, Dirk! The floor is open to questions!
[19:45] <+Dirk> Go ahead, guys!
[19:45] <~Dan> Is this a comedy game?
[19:46] <+Dirk> It’s a pastiche/satire, so there’s certainly a comedic element in there, but we’re introducing ‘Genre Rules’
[19:46] <~Dan> Can you tell us about those?
[19:46] <+Dirk> Which means that you can play the game in any genre you’d like and we’ll give you the rules for it
[19:47] <+Dirk> Just a few lines of tweaks so the game will reflect the genre you’d like to take it to
[19:47] <+Dirk> It’s also a UNIVERSAL rules system, so if you wanna go medieval or horror, you can definitely do that
[19:47] <+Dirk> (done)
[19:47] <~Dan> Whoops.
[19:48] <~Dan> That you, Dirk?
[19:49] <+Bren> Is the rules system new or does it use an already published universal system?
[19:49] <~Dan> Guest86: You can set your name with the /nick command. 🙂
[19:50] <~Dan> You there, Guest86?
[19:51] <~Dan> Hmm.
[19:51] <+Guest86> Yup, got thrown offline for a minute
[19:51] <+Dirk> You bet
[19:51] <+Dirk> There you go
[19:51] <~Dan> Ah, good. Did you see Bren’s question?
[19:52] <+Dirk> Just saw ir
[19:53] <+Will> I loved Iron Sky, really looking forward to sequel. Heh
[19:55] <+Dirk> it
[19:55] <+Dirk> @Bren:
[19:55] <+Dirk> The rule system is brand-new
[19:55] <+Dirk> I’ll tell you why
[19:55] <+Dirk> First of all, we wanted a universal rules system
[19:55] <+Dirk> I’m very intimately familiar with ‘GURPS’ and of course many of our writers have worked on ‘HERO System’
[19:55] <+Dirk> but
[19:55] <+Dirk> we wanted a rules system that would not only reflect the genre, but also incorporate some of the innovations we’ve had
[19:55] <+Dirk> Thanks, Will
[19:55] <+Dirk> The sequel will be out in February
[19:55] <+Dirk> as will the RPG
[19:55] <+Dirk> And we’re actually using a lot of the stuff that’s going to be in the second film in our game
[19:55] <+Dirk> In fact, I teach acting in the film studios where the sequel was recorded!
[19:55] <+Dirk> (done)
[19:56] <~Dan> How will you avoid spoilers for the second movie?
[19:56] <+Dirk> To talk about the rules system again,
[19:59] <+Dirk> ow, should answer that question first
[19:59] <+Dirk> I can guarantee; absolutely no spoilers!
[19:59] <+Dirk> The way we did it:
[19:59] <+Dirk> we’re delving deeper into the back story of what you get to see in the trailers
[19:59] <+Dirk> the film team is going to be revealing more on the second film before the sequel is released
[19:59] <+Dirk> we’ll be taking that info and we’ll expand on it in ways the second film won’t
[19:59] <+Dirk> (done)
[19:59] <+Dirk> As for the rules system: there’s actually 2 versions of it – a basic one and an advanced game
[20:00] <+Dirk> The thing I hate about ‘advanced’ games
[20:00] <+Dirk> most of them require you to use too many rules tweaks, rework your Character sheets, etc.
[20:00] <+Dirk> so in our game
[20:01] <+Dirk> Basic Characters can be used in the Advanced game and the other way ’round, without needing to update them – and they’ll be built on exactly the same Point Values!
[20:01] <+Dirk> (done)
[20:01] <~Dan> Speaking of character sheets, do you happen to have one we can see?
[20:03] <+Dirk> We have a mock-up and a fully completed one by Sunday, and we also have some layout to show you
[20:04] <+Dirk> I’ll put it up on the Kickstarter page within 30 minutes
[20:04] <+Dirk> (done)
[20:04] <~Dan> Okay, sounds good.
[20:05] <~Dan> So for those unfamiliar with the movie, what do the PCs do (other than fight Nazis, obviously)?
[20:05] <+xyphoid> What’s the goal of using a multi-genre system for such a specialised game?
[20:09] <+Dirk> Good questions!
[20:09] <+Dirk> First off, think of what happened with the ‘Champions’ RGP
[20:09] <+Dirk> RPG
[20:09] <+Dirk> It started of as a superhero game
[20:09] <+Dirk> but the system was so versatile it expanded into different settings, worlds, historical periods, etc.
[20:09] <+Dirk> The reason is that it’s composed out of building blocks you can fit together however you like
[20:09] <+Dirk> Now think of ‘Savage Worlds’, the ‘d20 System’, etc.
[20:09] <+Dirk> However much you may like those systems, they need a LOT of tweaking to fit other settings
[20:09] <+Dirk> or a lot of supplements
[20:09] <+Dirk> What we’re doing is:
[20:09] <+Dirk> we’re giving you the building blocks from the get-go
[20:09] <+Dirk> and we’ll tell you how to use them for ‘Iron Sky’, as well as give you loads of other examples
[20:09] <+Dirk> and you never need anything more than those. So if we’re releasing a supplement or another setting,
[20:09] <+Dirk> Think about how you have to memorise every spell in ‘Pathfinder’ if you want to know what it does
[20:09] <+Dirk> It’s actually very crunchy and a lot of work and flipping through the books
[20:10] <+Guest96> I lost connection again for a moment
[20:11] <~Dan> No problem, Dirk!
[20:11] <+Guest96> So… if you know a spell has certain properties, you can fit them together to know what it does
[20:11] <+Guest96> nick /Dirk
[20:12] <~Dan> “/nick Dirk”
[20:15] <+Guest96> So
[20:15] <+Guest96> let’s say you’re playing ‘Ars Magica’ and you’re doing a Technique + a Form, or you’re playing HERO, you just KNOW by looking at the building blocks what everything does
[20:15] <+Dirk> Se?
[20:15] <+Dirk> See?
[20:15] <~Dan> 🙂
[20:15] <+Dirk> It’s easy
[20:15] <+Dirk> (by the way: I know how to change my nick, but the system isn’t taking the command right now)
[20:15] <+Dirk> Tried again
[20:15] <+Dirk> sorry guys, I’ll be ‘Guest96’ for a while
[20:15] <~Dan> You’re Dirk. 🙂
[20:16] <~Dan> Can you describe the game’s system?
[20:18] <~Dan> (Howdy, Crazy-Cabal!)
[20:18] <+Crazy-Cabal> (Hello!)
[20:19] <~Dan> wb, Dirk!
[20:20] <+Guest55> Back
[20:20] <~Dan> Dirk: Can you describe the system?
[20:20] <+Dirk> Think of a game like ‘Wild Talents’ as well
[20:20] <+Dirk> Sure!
[20:20] <+Dirk> Let’s start with the d1000
[20:21] <+Dirk> Here’s some text out of the game:
[20:21] <+Dirk> All rolls in Synthesis are made using the d1000. That may sound like a die with way too many sides, but there’s actually several ways you can roll: •Roll one ten-sided die three times, noting down each number. For example, if you roll 3, 4 and 1, the result is 341. Most ten-sided dice use a ‘0’ to represent ‘10’. If three 0’s come up, read the result as 1000
[20:22] <+Dirk> •Roll three ten-sided of different colors once, but first announce which color is going to be the hundreds, which one is going to represent the tens and which one the last digit. If you’re superstitious, you may want to change color preferences after a few really bad (or great) rolls, but make sure to ask the Marshall if that’s OK first.
[20:22] * ~Dan chuckles
[20:24] <+Dirk> •Roll our ultra-cool custom d1000 ‘hundreds’ die, which has 100, 200, 300, 400, 500, 600, 700, 800, 900 and 000 printed the sides, roll one d10 with 10, 20, 30, 40, 50, 60, 70, 80, 90 and 00 on the sides and roll another one with 1, 2, 3, 4, 5, 6, 7, 8, 9 and 0 on it. A roll of 300, 40 and 4 would read ‘344’. Duh. Be careful, though: 000, 00 and 0 reads as 1
[20:24] <+Dirk> •Get yourself one of those cool ‘spinning’ d1000’s! They’re pretty neat, but be aware they take a while to stop spinning, so they may slow down the game a little more than actual dice would.
[20:24] <+Dirk> Now, in-game, we have 4 Characters commenting
[20:24] <+Dirk> Here’s one:
[20:24] <+Dirk> This is ‘Nerdy Steve’, our ‘game system nerd”
[20:24] <~Dan> (Howdy, Le_Squide!)
[20:26] <&Le_Squide> (Hey Dan!)
[20:27] <~Dan> wb, Dirk!
[20:28] <~Dan> You were telling us about “Nerdy Steve”? 🙂
[20:29] <+Dirk> Nerdy Steve is our rules nerd
[20:29] <+Dirk> he’ll comment on a lot of the crunchy stuff from a rules lawyers viewpoint
[20:30] <+Dirk> our other characters comment as someone who loves creating Characters, as an actor and as a Game Master.
[20:30] <+Dirk> (done)
[20:31] <+Bren> When describing your ultra-cool custom dice you said, “Be careful, though: 000, 00 and 0 reads as 1.” Did you mean to say that 000, 00, and 0 reads as 1000?
[20:31] <~Dan> So the core mechanic is the roll of a d1000… What are you rolling against? Is this an attribute + skill system, for example?
[20:33] <+Dirk> Yes, Bren, that was a typo
[20:33] <+Dirk> You’re rolling against a Target Number
[20:35] <~Dan> What do you add to the roll, though?
[20:35] <~Dan> Or what determines the target number?
[20:37] <+Dirk> in the Basic Game, you’re using a Broad Trait + a Broad Skill Group
[20:37] <+Dirk> in the Advanced game, you’ll be using a Trait Focus or Specialty + a Skill Focus or Specialty
[20:37] <+Dirk> there’s a small difference between Declarative Skills and Procedural Skills, but that’s basically it
[20:37] <+Dirk> Now, did you follow a lot of those arguments about which dice combination best represents a Gaussian curve (or standard-normal curve)?
[20:37] <+Dirk> There’s a reason for that
[20:38] <+Dirk> the reason being that almost anything can be represented fairly realistically in a Gaussian curve
[20:38] <+Dirk> so what we did it:
[20:38] <+Dirk> we used the Target Numbers of a Gaussian curve
[20:38] <+Dirk> You roll d1000 and you don’t add ANYTHING
[20:38] <+Dirk> NO maths
[20:38] <+Dirk> except for Shifts
[20:38] <+Dirk> which means you just shift to the next or previous Target Number
[20:38] <+Dirk> every Shift equals 1/3 of a standard deviation
[20:38] <+Dirk> but you don’t even have to know that
[20:38] <+Dirk> it’s just as easy as the FASErip system
[20:38] <+Dirk> if you remember that one
[20:38] <+Dirk> It just has a 3-digit Target Number instead of a 2-digit one
[20:38] <+Dirk> which has 2 major advantages:
[20:38] <+Dirk> 1. we can use whole numbers and still keep the Gaussian curve
[20:38] <+Dirk> 2. we can have a single-roll mechanic
[20:38] <+Dirk> 1 roll says all
[20:38] <+Dirk> whether you hit, how much damage you did, where you hit, etc.
[20:38] <+Dirk> (done)
[20:38] <+Dirk> Another fun fact: the mechanic makes it very easy to translate real-life stuff into rules
[20:39] <+Dirk> if an average person succeeds 50% of the time, it’s a S+0
[20:39] <+Dirk> if it’s a world record, it’s more likely a S+9 or S+10
[20:41] <~Dan> What is S in this example?
[20:42] <+xyphoid> so how do you alter the base realistic simulation to be suitable for satire like Iron Sky
[20:44] <+Dirk> It’s very intuitive: a -S if worse than average, a +S if better than average, a +0S IS average
[20:44] <+Dirk> (done)
[20:44] <+Dirk> Let’s say I have a Hard Sciences S of +2 and a Mental Shift of +4, that’s a +3 S on my Target number
[20:44] <~Dan> S = Shift?
[20:44] <+Dirk> S = Shift
[20:44] <+Dirk> you just count the number of Shifts left if it’s a penalty or right if it’s a bonus
[20:44] <+Dirk> The other thing it does: if you’re really bad, you’re always going to fail, if you’re really good, you’re always going to succeed at average Tasks, so you need to roll your dice LESS
[20:44] <+Dirk> Think of what Gumshoe does
[20:44] <+Dirk> some investigative Skills will always succeed
[20:44] <+Dirk> BUT
[20:44] <+Dirk> you have a limited number of uses
[20:44] <+Dirk> to us, that doesn’t make any sense
[20:44] <+Dirk> Why would you have a limited number of uses if you’re great at something?
[20:44] <+Dirk> But Sherlock Holmes should never fail at average Tasks, right?
[20:44] <+Dirk> So that’s a narrative element we introcuced
[20:44] <+Dirk> introduced
[20:45] <+Dirk> @Xyphoid; you use the Basic Rules or the Advanced Rules, but you also use the Genre Rules
[20:45] <~Dan> Can you give an example of a Genre Rule?
[20:45] <~Dan> (wb, Dirk)
[20:45] <+Dirk> Sure!
[20:46] <+Dirk> ‘Iron Sky’ is a PULP/SF/SATIRE
[20:46] <+Dirk> Pulp = you get Hero Points and you get more of them if you make the enemy look bad
[20:46] <+Dirk> I don’t want to divulge too much, but most genres will have 2 or 3 rules tweaks to reflect the genre
[20:47] <+Dirk> The ‘Watchmen’ wouldn’t get any Hero Points, for example, neither would anyone in a historic setting
[20:47] <+Dirk> (done)
[20:47] <+Dirk> S = Shift, yes
[20:47] <+Dirk> (done)
[20:47] <~Dan> How advanced is technology in the setting?
[20:48] <+xyphoid> why don’t you want to divulge too much
[20:48] <+xyphoid> like the biggest concern for a KS rpg is whether your mechanics are any good right
[20:49] <+xyphoid> and my biggest concern from this so far is that you’ve got a HERO System equivalent heavy generic system for a light satirical setting
[20:49] <+Dirk> The Nazis use advanced technology, but if has a pulpy, almost steampunk feel. The humans use modern technology, but because it’s a universal system, you get everything you need to pour more SF elements into the genre
[20:50] <+Dirk> Nope, the system doesn’t resemble HERO at all
[20:51] <~Dan> What is the hollow earth part of the setting like?
[20:52] <+Dirk> I’ll tell you wyy
[20:52] <+Dirk> why
[20:52] <+Dirk> The Basic game only has 5 Traits
[20:52] <+Dirk> 19 Declarative Skills and 19 Procedural Skils
[20:52] <+Dirk> you don’t really have to do more than roll against a Target Number.
[20:56] <~Dan> Did you see my hollow earth question? 🙂
[20:57] <+Dirk> There’s no Advantages, Limitations, etc. Those are reflected in Focuses and Specialities in the Advanced Game.
[20:57] <+Dirk> On the other hand, HERO is actually pretty simple once you get the basics down
[20:57] <+Dirk> The Advanced Game just uses more specific examples
[20:57] <+Dirk> Hollow Earth:
[20:59] <+Dirk> If you’ve read the synopsis of ‘Iron Sky The Coming Race’, you know that it’ll introduce a reptilian race that was hiding within the bowels of the Earth
[20:59] <+Dirk> it’s been there for generations
[20:59] <+Dirk> The reptilians can change shape and they’re using that ability to change into the shape of past and present dictators and world leaders
[20:59] <+Dirk> Think of the Hollow Earth as the ultimate pulp genre: almost anything goes, including dinosaurs, only we have crazy German leaders riding them.
[20:59] <+Dirk> (done)
[21:00] <~Dan> Awesome. 🙂
[21:00] <~Dan> Speaking of dinosaurs, does the game include a bestiary?
[21:01] <+xyphoid> what’s a declarative skill vs a procedural skill?
[21:01] <+Dirk> I think I just answered it
[21:01] <+Dirk> 😉
[21:01] <+Dirk> @ xyphoid: you can play the game ‘Iron Sky’-style after reading just 24 pages of Basic Rules. The problem with very simple rules often is: they can cause a lot of arguments.
[21:01] <+Dirk> They’re often too vague
[21:01] <+Dirk> and you have to have a group of players who are all on the same page if you want to have a gaming session that goes smoothly
[21:03] <+Dirk> The advantage of having an Advanced game is:
[21:03] <+Dirk> if you’re not sure about how you’re interpreting a Basic rule, the Advanced game goes into specifics and it presents LOTS of examples
[21:03] <+Dirk> Let’s take the Life Sciences Basic Skill Group, which is one of the 19 Basic Declarative Skills
[21:03] <+Dirk> Not sure what is included?
[21:03] <+Dirk> Just look at the examples we give in the Advanced Game
[21:03] <+Dirk> It just makes everything run way more smoothly than arguing whether a certain Character description in FATE fits what you’re trying to do (or the other way ’round);
[21:03] <+Dirk> we found that it speeds up the game
[21:03] <+Dirk> Declarative Skill: Knowledge Skills. Stuff you have to think about. Procedural Skills: anything you’ve learned and that you can now do without thinking. Life Sciences/Sociology is a Declarative Skill; Ride/Bike is a Procedural Skill.
[21:03] <+Dirk> Declarative Skills are nouns; Procedural Skills are verbs.
[21:04] <+xyphoid> do you find that having lots of extra rules actually solves the problem of a group of players not on the same page?
[21:08] <~Dan> (Howdy, HDP_Dave!)
[21:09] <~Dan> (wb, Dirk!)
[21:10] <+Dirk> Finally
[21:10] <+Dirk> Sorry guys, rpg.net is acting weird
[21:11] <~Dan> No worries, Dirk. It happens.
[21:11] <+Dirk> About that bestiary: yes, there’s a bestiary as well as a roster of NPC’s
[21:13] <~Dan> Do you plan on this being an entire game line?
[21:15] <+Dirk> It includes all of the major Characters out of the movies.
[21:15] <+Dirk> Of course we’re focusing on the creatures you get to see in both movies, but there’s others in there as well.
[21:15] <+Dirk> (done)
[21:15] <+Dirk> Have to go in 20 minutes, by the way, so feel free to shoot me those questions, guys!
[21:15] <+Dirk> Did everyone read about the silouettes, crosshairs and Action Dials/Tick Tracks we’re using? That’s another major difference with HERO: ‘Iron Sky’ is more visual
[21:15] <+Dirk> Absolutely, Dan!
[21:15] <+Dirk> No use in doing a license if you’re not going to support it.
[21:16] <+Dirk> In fact, I’ll give you an exclusive
[21:16] <+Dirk> if any of the ‘Iron Sky’ products do well enough, we’ll be shooting a few big licenses your way
[21:16] <+Dirk> we know which ones we want and which ones we’re able to get
[21:16] <+Dirk> but ‘Iron Sky’ needs to do well first. We’re definitely going to support that setting. I hated it when Weiss did ‘Supernatural’ and only made a few books for it – that’s one of my favorite TV shows right there!
[21:16] <+Dirk> (done)
[21:17] <+Dirk> If you go to (Link: https://www.kickstarter.com/projects/1815087115/iron-sky-the-roleplaying-game)https://www.kickstarter.com/projects/1815087115/iron-sky-the-roleplaying-game (the Kickstarter page), you’ll find updates on the hit locations/silhouettes system and more
[21:17] <~Dan> Would you guys be interested in me doing a review in exchange for a review copy when the game comes out? 🙂
[21:18] <+xyphoid> How’s the action dial stuff work? Is it exalted2-style tick-based combat?
[21:19] <+Dirk> No, it’s easier than Exalted
[21:20] <+Dirk> You start off at your Initiative and every Action takes a number of Ticks. You keep advancing on the Dial or the Tick Track. If someone crosses you on time, (s)he can try to interrupt your action. There’s only a few Ticks used in the Basic game; the Advanced game has more Ticks for more Actions.
[21:21] <+Dirk> Initiative is only determined ones and the Tick Track and Action Dial make it really easy to keep track, but you can just use a piece of paper as well.
[21:21] <+Dirk> (done)
[21:22] <+Dirk> Dan: we’ll gladly send you a review copy of the Basic game this year and a full review copy before the game is relased.
[21:22] <+Dirk> released
[21:22] <~Dan> (Howdy, Geek2theRight!)
[21:22] <~Dan> Dirk: Great, thanks!
[21:22] <+xyphoid> so the dial and track are just two alternate options for representing it?
[21:22] <+Dirk> Hi, Geek2theRight!
[21:23] <+Dirk> No prob, Dan, we know how hard journalsists have to work (heck, I’m a journalist and PR consultant myself) and we’re happy to supply you with review stuff.
[21:24] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:28] <+Dirk> Ah, the introductory adventure, maybe? Just watch the Kickstarter during the upcoming few hours; we’ll have lots of info on that as well!
[21:28] <~Dan> Great!
[21:29] <+Dirk> Just added a work-in-progress image of our layout on the Kickstarter page, guys
[21:29] <~Dan> Just a quick reminder that any of you interested in supporting my Q&As can do so here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:29] <~Dan> I’ll go take a look!
[21:29] <~Dan> And now, if you’ll give me just a minute, I’ll get the log posted and link you!