[19:01] <+JohnOutWest> Hey, folk’s so i’m here to talk to you about Westbound. Its a new tabletop RPG set in the magical wild west. It has Cowboys, elves, outlaws, ogres, dragons, savages, trains, wizards, and everything else you’d expect from a fantasy western.
[19:01] <+JohnOutWest> Before we get started, I’d like to take a second to thank the #RPGNET community for having us here! We’re sure you’re gonna love what we’ve made, and would like to give you some aid’s to play with during the chat. Our quickstart can give you all the basic rules in about 5 minutes, so you can conjure up some questions for us. You can get the Free Quickstart at
[19:01] <+JohnOutWest> (Link: http://www.drivethrurpg.com/product/220160/Westbound-Quickstart)http://www.drivethrurpg.com/product/220160/Westbound-Quickstart
[19:02] <+JohnOutWest> We also have a bunch of free aids at our website. You can get the full rules, the quickstart, a Game-Master aid, and character sheets. You can get them here: (Link: http://westboundgame.com/downloads)http://westboundgame.com/downloads
[19:03] <+JohnOutWest> Lastly, before we go into talking about the game itself, we want to say that we want your support on our Kickstarter. Not in a few days, not by the end of the campaign, we want to turn each of you into full-on Westbounders right now!
[19:03] <+JohnOutWest> So we’ve set up a little discount, the #RPGNET discount, which is only available right now, during this Q&A. At any point if you feel like supporting us, you can get the Westbound Hardcover book and the PDF with a $10 discount, only at:
[19:03] <+JohnOutWest> (Link: https://www.kickstarter.com/projects/82773185/westbound-revolvers-and-rituals)https://www.kickstarter.com/projects/82773185/westbound-revolvers-and-rituals
[19:03] <~Dan> Nice!
[19:04] <+JohnOutWest> Again, this discount is only for the 2 hour Q&A, so don’t be afraid to alert your friends so they can get in on the deal too!
[19:04] <+JohnOutWest> Now that we’ve gotten all that business out of the way, lets talk about WESTBOUND! Westbound is the new RPG being Kickstarted right now. It uses an original system that utilizes standard decks of 52 cards for combat, adventuring, magic, and everything! Not a die to be seen.
[19:04] <+JohnOutWest> Westbound was built from the ground up specifically to support Firearm combat. Using firearms feel natural and never like they’re added onto an existing game.
[19:05] <+JohnOutWest> The 52 card system works perfectly with Exhaustion, making every decision and action you make matter! Searching every inch of the room isn’t such a good idea when suddenly you’re dead tired and need to fight!
[19:05] <+JohnOutWest> We have our own magic system that is Wild and Chaotic. Spellcasting is much more wild and unpredictable, and is no longer an arcane form of science.
[19:06] <+JohnOutWest> Our character creation system is vast, but rarely superfluous. With 10 Sorts, 9 Breeds, 12 archetypes, over 60 traits, 10 prestige classes: the number of combinations is somewhere fused with infinity!
[19:06] <+JohnOutWest> Westbound has a crafting system that is dynamic and promotes creativity and adventure. Create runed tinker pistols with incendiary bullets if you want to! We’ve made crafting exciting, with a ton of great options to make dead weapons and unique tools.
[19:07] <+JohnOutWest> Our Archetype system helps you define your character with more than just “Good or Evil” options. Archetypes not only give you a sensible morality that helps you stand in your character’s shoes, but it also gives you “Archetype Powers,” which not only gives you a leg up in social situations, but also gives players a focal point so they don’t get Choice Paralys
[19:07] <+JohnOutWest> is.
[19:07] <+JohnOutWest> We don’t really like considering Westbound as a Product, but more as an Experience! That’s why we made the ruleset, the quickstart, and pretty much everything completely free! You could go play Westbound right now and never need to spend a penny.
[19:08] <+JohnOutWest> That doesn’t mean we don’t want to put cool stuff in your hands to play with, which is why we’re offering the Hardcover Book and the Decks.
[19:08] <+JohnOutWest> Lastly, cards are just objectively more interesting than dice. With decks you can threaten the other players while performing card tricks. You can find unique decks everywhere, which make for great and unique characters inspired by those decks. You can go on road trips and buy a new deck at every gas station, museum and gift shop! They’re just the coolest.
[19:08] <+JohnOutWest> So that’s my spiel. If you’d like more information on a topic, have a question about the rules or a question about anything, feel free to ask now as we open up the conversation to the Q&A!
[19:09] <~Dan> Thanks, JohnOutWest! Ready for questions?
[19:09] <+JohnOutWest> Bring it!
[19:10] <~Dan> Okay!
[19:10] <~Dan> (Welcome to #rpgnet, Guest30!)
[19:10] <+JohnOutWest> Welcome pardn’r
[19:10] <~Dan> Is this an alternate history setting, or is it a different world altogether?
[19:11] <+JohnOutWest> Westbound takes place in an alternate history. How else could it, with elves, dragons and ogres! haha!
[19:11] <+JohnOutWest> It takes place in the far west of Cael, also known as “The West” or the “Eternal Fontier”
[19:12] <+JohnOutWest> The West is ancient, but due to magic, is constantly being torn asunder, forcing its inhabitants back to the east mountains of Cael
[19:13] <~Dan> So this isn’t Earth?
[19:13] <+JohnOutWest> As you explore the West, you’ll find strange new monsters, but also ancient traps, and of course, other fronteirsmen
[19:13] <+JohnOutWest> Earth? Never heard of it.
[19:13] <~Dan> Heh.
[19:13] <+JohnOutWest> (done)
[19:14] <~Dan> Are there any steampunk aspects to the setting?
[19:15] <+JohnOutWest> Good question. If there is one thing we wanted to avoid, it was transforming the west into a Steampunk game. Steampunk is interesting, but we felt like its too dominating in this time period and can refute the exploration into some topics.
[19:16] <+JohnOutWest> There is certainly steam, and punks. If you take the Tinker craft, you can use Steam to power up various machines. But, you can also use bullets, elastics, or air pressure to power them!
[19:16] <+JohnOutWest> In the end, we wanted this to be a game about Cowboys, not giant mechanical spiders that shoot nilon webs.
[19:17] <+JohnOutWest> Thanks for the question! (done)
[19:18] <~Dan> Can you say a bit more about what magic can accomplish in this setting? What can a really powerful magician pull off?
[19:21] <+JohnOutWest> Magic is pretty core to fantasy, so in this setting we really wanted to turn it up to 11. Magics users that are at the max level can Call in demons and angels, transform mudane objects into lviing creatures, hypnotize crowds, creature pure elements and bind them to the world, or simply ruin the magic in an area for everyone else
[19:21] <+JohnOutWest> They of course can conjure earthquakes
[19:21] <~Dan> Of course!
[19:22] <+JohnOutWest> Transforms their enemies into slaves or frogs (Permanently i might add)
[19:22] <~Dan> (Howdy, Wooboy!)
[19:22] <+JohnOutWest> Good day pilgrim
[19:22] <~Dan> You mentioned magic being chaotic. Can you say a bit more about that?
[19:23] <~Dan> (Howdy, Xavier! Welcome to #rpgnet!)
[19:24] <+Xavier> Hey there! Sorry I’m late!
[19:24] <~Dan> (No worries! The floor is open to questions!)
[19:24] <+Xavier> I wanted to ask about gut magic
[19:24] <+JohnOutWest> Oh of course! In Westbound, magic is something that is rarely predictable. Lets start off with how you cast a spell. Typically, to cast a spell, a character must first draw for “Mana.” The mana they draw will be completely random and be of four core “Suits.”
[19:24] <+JohnOutWest> Hey Xavier, always a pleasure.
[19:25] <+Xavier> *tips hat*
[19:25] <+JohnOutWest> Anways, These four suits must be combined to make a spell, but you can’t guarantee if you’ll ahve the right suits for a given spell, so theres a good chance that you may not draw the right mana to cast what you want or need, its just too chaotic so you’ll ahve to make due!
[19:26] <+JohnOutWest> And even when you cast a spell, you can hardly control it! Spells that have a duration last as long as they last, and spellcasters are unable to hit the off switch! If you cast Levitate on yourself, be sure you know what you’re doing or you may fly off into the sky and never be seen again!
[19:27] <+JohnOutWest> And other spells, such as walls that spawn or spells that blast magic, often do so in every direction! You’ll have to be careful not to accidently hit yourself with your own spells more often than not!
[19:27] <+JohnOutWest> That being said, the magic in Westbound is EXTEREMLY Powerful! If you’re willing to dance with the wild aether, you’re gonna find power over those “careful” breeds.
[19:28] <+JohnOutWest> Thanks for the question! (done)
[19:28] <+Xavier> So with gut magic I was kind of wondering why?
[19:28] <+Xavier> It doesn’t really match the western asthetic
[19:28] <~Dan> (Welcome to #rpgnet, Guest06!)
[19:30] <+JohnOutWest> Good question. When we were developing Westbound, we had Four Core suits: Diamonds, Clubs, Spades, and Hearts. Each of these represent an aspect of the new world. The black side: Clubs and Spades, represent Grit and Luck, which are reletivly new and uniquely western. The idea of having a Gambler and a Cowoby
[19:30] <~Dan> ( Guest30, Guest06, you can set your names with the /nick command; e.g., /nick Dan 🙂 )
[19:30] <+Wooboy> hi Dan, hi all
[19:30] <+JohnOutWest> But the Red side represented the Past, where everything in the west came from. They represented the Fortitude of the land and the tradition of its people
[19:30] <+JohnOutWest> Hey Wooboy!
[19:31] <+JohnOutWest> So, Gut magic exists because there is more than the west than the west, there are the people IN the west, who brought with them their history, their culture, their magic, and even their innate mysterious and magical abilities
[19:32] <+JohnOutWest> Does that answer your question?
[19:32] <~Dan> What is Gut magic?
[19:32] <+Xavier> Yes it does and my girlfriend loves that halflings have extradementional stomachs.
[19:33] <+JohnOutWest> Its pretty damn great! We’re doing a 1-shot on the weekend, and taping it so you guys can see it. Both cahracters will ahve gut magic
[19:33] <+JohnOutWest> Its going to be pretty great.
[19:33] <+JohnOutWest> But what IS Gut Magic you ask?
[19:33] <~Dan> I ask!
[19:34] <+JohnOutWest> Gut Magic is an inherent ability of certain races. Some creatures, as you know, have superior hearing, or can sense people through the vibration in the land, or are naturally magical. But some creatures have “Gut Magic,” a rare form of caloric based arcana.
[19:34] <+JohnOutWest> Creatures like Ogres, Halfings, and certain breeds of Swine can turn food into magic, and then explode that magic into the world!
[19:35] <+Xavier> wait magic pigs
[19:35] <~Dan> They can go hog wild.
[19:35] <+JohnOutWest> The Doppleswine
[19:35] <+Xavier> …..doppleswine?
[19:35] <+JohnOutWest> The Doppleswine are creatures with the power of transformation. They can make their appearance whatever they want. They’re deadly smart, greedy, and most of all, HUNGRY.
[19:36] <+JohnOutWest> Farmers will often scratch their heads as they see a fifth calf where there was only four the night before. Some mothers will question why their baby suddenly gained so much weight overnight. These questions are often answered with one word: Doppleswine.
[19:37] <+JohnOutWest> They transform themselves into other creatures in order to steal food, growing larger and larger.
[19:37] <+Xavier> thats terrifying
[19:37] <+JohnOutWest> Yup.
[19:37] <+JohnOutWest> Yes. it. is.
[19:38] <+JohnOutWest> They will often drink a mothers milk for months, and consume the mother when they are ready. Often taking the form of the mother if they are large enough.
[19:38] <+JohnOutWest> Suddenly this silent beauty is being woo’d by anyone with a large granery.
[19:38] <+JohnOutWest> Doppleswine are pretty great, but did I answer what “Gut Magic” was?
[19:39] <+JohnOutWest> Right, food into magic!
[19:39] <~Dan> I think so, yup!
[19:39] <~Dan> (Welcome to #rpgnet, Guest73! Please set your name with the /nick command. 🙂 )
[19:39] <~Dan> (Or not.)
[19:40] <+JohnOutWest> (It happens)
[19:40] <+Xavier> lol
[19:40] <~Dan> (Welcome to #rpgnet, Guest30!)
[19:41] <+Xavier> I don’t want to hog the room but I have quite a few questions
[19:41] <~Dan> You’ve touched on this already, but what races/species are available as PCs?
[19:41] <~Dan> Xavier: Fire away!
[19:41] <+Xavier> no no go ahead dan ill think of a good one while john answers this
[19:42] <+JohnOutWest> Races, also known as “Breeds,” are the classical races of Fantasy. We have 9, and each have two paths you can “level up” as you choose. There are: Elves, Dwarves, Humans, Halflings, Gnomes, Orcs, Goblins, Ogres, and Half-Breeds.
[19:43] <+JohnOutWest> We, of course, had planned for more, butt were unable to add them for time constraints. Breeds like the Geckquine and the Orchestrions
[19:44] <~Dan> What are those?
[19:45] <+JohnOutWest> The Geckquine are some of the few natives of the West, and cousins of the far eastern islanders. They are a race of Lizard-humanoids (Much more adorable than they sound). They could walk on walls, sense creatures with their tongue, even camoflauge!
[19:46] <+JohnOutWest> The Orchestrions are similar to that of the “Warforged.” They’re mechanical men, powered by Bardic music played through Music Boxes in their chest. They are souls, implanted in a wooden shell, and covered in steel. They were pretty cool.
[19:46] <+Xavier> thats awesome
[19:47] <~Dan> Huh. Cool.
[19:47] <+JohnOutWest> Typically, they were slaves, and the music that played from them were keeping their souls in chains. However, we couldn’t balance between the “Slave and Free” options, so we had to nix them for the Book.
[19:47] <~Dan> (Welcome to #rpgnet, Illiana!)
[19:47] <+JohnOutWest> Welcome, pardner
[19:49] <~Dan> So of the standard fantasy breeds, there aren’t any that are native to the West?
[19:50] <~Dan> (You there, Illiana? 🙂 )
[19:50] <~Dan> (Welcome to #rpgnet, Guest83!)
[19:50] <+Xavier> Speaking of bards I was wondering why the choices in instruments strayed further from the typical instruments used in fantasy as well as what I assume they used in the American west?
[19:50] <+JohnOutWest> Not really. Most of these breeds came here looking for opportunity, escaping the law, or dodging the draft. The only race that could be considered a “native” to the west would be the “Grey Orcs,” but even they are just invaders from the far west.
[19:51] <~Dan> So no Indian analogues?
[19:51] <+JohnOutWest> No, that never made sense to us. The Geckquine are the closest you’ll find, and they have more of an Aztec tradition.
[19:52] <+JohnOutWest> But Bards!
[19:52] <+JohnOutWest> When it came to Bardic impliments, we thought of what Bards were and what they did. And what they were we’re learned students of life. They were’nt power hungry wizards, but had the same curiosity and love for telling people what they found.
[19:54] <+JohnOutWest> Therefor it only made sense that their discoveries would become a part of science, or “Arcanics,” which led to things like Whistle Powered Trains, Music Boxes that control minds, and of course Tuning Forks that can exaust your enemies.
[19:55] <~Dan> (Welcome to #rpgnet, Guest71!)
[19:55] <+JohnOutWest> You can also thank the bards for everyone’s natural resistance to magic. Bards taught the Warriors, the warriors taught their wives, and the wives sung counter curses to their children while they slept. Now, pretty much everyone knows how to counter a curse if they really need to!
[19:57] <+JohnOutWest> (Done)
[19:57] <+Xavier> so anyone can be a bard hen
[19:57] <+Xavier> then
[19:57] <~Dan> Is this a class-based system?
[19:57] <+JohnOutWest> If you have a thirst for knowledge but not for power, then you’re already a bard.
[19:58] <+Xavier> What i mean is if I had a gambler who picked up a tuning fork I could exhaust people?
[19:58] <+JohnOutWest> But yes, this is a Class-Based system. Sorts are you career, Breeds are you genetic and cultural history, and your Archetype is your personality.
[19:58] <+JohnOutWest> Yes, we encourage that!
[19:58] <+Xavier> OOOOOOOooooo Weeeeeee
[19:58] <+JohnOutWest> If you become an Outlaw, you can pick up the “Harmony,” which exhausts people extremely fast but rather randomly
[19:58] <+JohnOutWest> But being an Outlaw reduces the randomness!
[19:59] <+JohnOutWest> (done)
[20:00] <~Dan> (Welcome to #rpgnet, Guest35!)
[20:00] <~Dan> Can you give us the Sorts?
[20:00] <+Xavier> outlaw and gambler are my favorites
[20:00] <+JohnOutWest> Of course. Each sort is based off one of one of the Suits, or a mix of two of them.
[20:01] <+JohnOutWest> Cowboy, Gambler, Savage and Wizard represent Grit, Luck, Fortitude and Tradition
[20:01] <+JohnOutWest> But mixing each one will give you a different class!
[20:01] <+JohnOutWest> Grit and Luck make Outlaws
[20:01] <+JohnOutWest> Fortitude and Tradition make Shamans
[20:02] <+JohnOutWest> Then you have Renegades, Spell Slingers, Witches, and Marshals
[20:02] <+JohnOutWest> Each sort is really “How you play the game” more than a career.
[20:03] <+Illiana> What’s the difference between a Witch and a Wizard, game-wise?
[20:03] <+JohnOutWest> Renegades are especially fun. With both Cheat Death and Withstand, they gain the “Withstand Death” ability. They’re the kind of guy you see charging a platoon of soldiers with dynimite in hand
[20:04] <+JohnOutWest> Well, Wizards are the Pure Tradition class, so they are able to use any Mana. They can cast any spell (Potentially) and are all about being the best magic user possible
[20:05] <+JohnOutWest> Witches are darker, with more thirst for power, but without the hard working attitude. So they often make deals with monsters: Demons, Dragons, or the God of Dust, for power.
[20:06] <+JohnOutWest> They are able to make themselves host to monsters, or learn to make dark brews and craft spells that are above their level.
[20:06] <+JohnOutWest> (Done)
[20:06] <+Xavier> could you talk more about their brews the basic game was a little unclear for me about that
[20:08] <+JohnOutWest> Yes, we’ve redifined how Brew’s work in the Book, so its much more clear. Essentially, if you are willing to spend an hour crafting a “Brew” you can add a mana to an spell you can cast. So if you were, say, level 3, you could cast a spell as a level 10!
[20:08] <+JohnOutWest> That means your “levitate” spell just turned into an EARTHQUAKE or MIND CONTROL
[20:08] <+JohnOutWest> or, you know, the Army of the Dead spell
[20:08] <~Dan> (Howdy, Yalborap!)
[20:08] <+JohnOutWest> Good day, pilgrim
[20:09] <+JohnOutWest> Crafting a Brew is dangerous, because people often can see that you’re doing it. Theres a few quests we’ve already had involving a witch who was clearly about to cast something, and the Westbounders charged in to stop her.
[20:10] <+JohnOutWest> However, if you become a powerful witch, you no longer need line of sight. You can craft a brew on any creature, as long as you have one of their belongings. A strand of hair is all it takes.
[20:12] <~Dan> Do you have a character sheet that we can reference?
[20:13] <+JohnOutWest> Our Quickstart includes four premade character sheets. These sheets are fully done and include information on how to play the character.
[20:13] <+JohnOutWest> If you’re looking for empty character sheets, you can go to our website and download them free there!
[20:14] <+Xavier> and theres one in the basic game
[20:14] <+JohnOutWest> There is one character sheet at the back of the Basic, yes.
[20:15] <~Dan> Let me download the quickstart here…
[20:16] <+JohnOutWest> Go for it! It includes all the basic information
[20:16] <+JohnOutWest> and four premade characters, and how to play them
[20:16] <+JohnOutWest> Also an adventure!
[20:16] <~Dan> While that’s downloading, can you describe the core mechanic?
[20:17] <+JohnOutWest> Sure, Westbound’s core is about flipping cards and drawing hands. Generally, when in combat, you draw hands. The cards you draw represent that moment in time and the opportunities that are provided to you.
[20:18] <+JohnOutWest> You use those to give yourself a defence, to create an offense and attack your enemies, or to perform checks to better position yourself.
[20:19] <+JohnOutWest> The defense and offence each have their own mechanic. Its best explained in images, which is why the second page in the Quickstart is a bunch of pictures!
[20:19] <+Xavier> yea im going to have to download that, is there a download for it on the same site where the basic rules are
[20:20] <+JohnOutWest> (Link: http://westboundgame.com/downloads)http://westboundgame.com/downloads
[20:20] <+Xavier> thanks!
[20:20] <+JohnOutWest> Not only will you see the Basic, but also the Quickstart, the Character sheet, and the “GM Cheat Sheet”
[20:21] <+JohnOutWest> So the mechanic is two fold. Offense and Defense
[20:21] <+JohnOutWest> Your offence is playing sets to damage your enemies: This would be sets like, a pair, or a straight, or a flush.
[20:21] <+Xavier> yea i really like how it emulates poker and blackjack during play sometimes
[20:22] <+JohnOutWest> Yes, that was very specific on our part! We wanted that feeling of “Just playing cards,” even when you’re in a high fantasy train chase!
[20:23] <+JohnOutWest> The defence mechanic involves playing cards in a stack, that are always descending and are sequencial, so if you have a 7, you can only put a value of 6 underneith
[20:23] <+JohnOutWest> The more you have, the more damage you can take when your enemies play big sets on you!
[20:24] <+JohnOutWest> Often, you’ll find you get a pair of 7’s and a single 6, and suddenly you need to decide if you play the pair of sevens as your offence, or the 7 and 6 as your defence! That kind of hard decision is exactly what Westbound is about!
[20:24] <~Dan> (Welcome to #rpgnet, Guest83, Guest35!)
[20:24] <+JohnOutWest> Always good to have a few more Westbounders in the party.
[20:25] <+JohnOutWest> I enjoy that term immensly, “Westbounder.” We actually have Krillo go into detail about its history and meaning
[20:26] <+Xavier> right i saw that in the book, can you explain more of the history of the setting?
[20:27] <+JohnOutWest> Certainly, when we were creating the world, we were stuck in a sort of “moment,” this is “the west” and therefore it should be a certain way. Then a flip switched in our mind and we realized that everything came from somewhere. So we designed “The West” as the eternal frontier, constantly reentered every few hundred years, and within it are the ruins of ages
[20:28] <+JohnOutWest> Gone by of other Westbounders. You’ll find Towers from a thousand years ago, and banners from the age of kings!
[20:29] <+JohnOutWest> Now in the age of War, everyone is going west, panning not only for gold, but for lost magics
[20:29] <+JohnOutWest> Anything else about the setting you’d like to know?
[20:30] <~Dan> You mentioned that having an Indian analogue didn’t make sense to you. Can you say why?
[20:32] <+JohnOutWest> Well, Westbound is really an expansion of the typical fantasy genre. Its an answer to the question: What happens when these elves and dwarves outgrow the mideval period. So, although many people would say that the Elves or orcs should be tribal, wearing headresses and existing as the american natives, but it just does’nt make sense in the context of the
[20:32] <+JohnOutWest> existing fantasy genre.
[20:33] <+JohnOutWest> (done)
[20:34] <~Dan> (Howdy, Ettin!)
[20:34] <+JohnOutWest> Good day, pilgrim
[20:35] <~Dan> Is this an attribute + skill system?
[20:36] <+JohnOutWest> Not really. In Westbound characters get Traits based off their characters sort, breed, and archetype. Having more of one will generally lead to benefits, such as having 3 luck traits mean you’re so lucky that some attacks jsut won’t hit you.
[20:37] <+JohnOutWest> Instead, we have Traits, which are a combination of Skills and Abilities. When you get a trait, you use it to “Buy” a power, such as the “Point Blanke” ability to use Firearms in melee without penalty, or get the “Vigor” skillset, which makes you stronger and more capable physically
[20:38] <+JohnOutWest> When looking at other systems, we often noticed that we would have more skills than we wanted, and less cool abilities than we needed. We decided to combine the two into the “Traits” system, which better allows you to craft the kind of character you want to play.
[20:39] <+JohnOutWest> (Done)
[20:39] <+Xavier> one thing that i was wondering is in the full book do you plan on introducing more subclasses than what are listed so it feels slightly more customizable
[20:40] <+JohnOutWest> Well, thats why we have “Prestige Classes.”
[20:40] <+JohnOutWest> Those are “Subclasses” that anyone can take, in exchange for their normal subclass
[20:41] <+JohnOutWest> These include: Scout, Sorcerer, and Duelist, and some more Westbound Specific options, such as the Duol Dragon and the Dust Knight.
[20:41] <+JohnOutWest> They allow you to not only gain more abilities, but also exapnd your Source Suits.
[20:43] <+JohnOutWest> (Done)
[20:43] <~Dan> Do you include a bestiary, and if so, how extensive?
[20:44] <+JohnOutWest> Oh of course! It includes about 30 monsters to get you started, which are from the typical fantasy genre. This would be things like Zombies, ghosts, Trolls, and demon dogs.
[20:44] <+JohnOutWest> Then we have several Westbound Specific monsters. The Bandito Gecko, the Sallow, The Doppleswine
[20:45] <+JohnOutWest> These new creatures have full writeups and art, so you know exactly what you’re doing when you add them into your campaign.
[20:45] <~Dan> Very nice.
[20:46] <+JohnOutWest> These new creatures are not “Fighty” creatures, in that they’re not 2 dimentional mosnters that only exist to kill you. They are generally social creatures, like the Doppleswine that implants itself in society
[20:46] <+JohnOutWest> Or the Sallow, that makes itself look like halflings and begs for food and money.
[20:47] <+JohnOutWest> Or the Pearl Raptor, who will stalk you, and demand that you hand over your teeth.
[20:47] <+Xavier> lol why do they want them
[20:47] <+JohnOutWest> I dont ask and they dont tell.
[20:47] <+JohnOutWest> All i know is they have one killer smile.
[20:48] <~Dan> The molar, the merrier!
[20:48] <+JohnOutWest> (Golf clap)
[20:48] * ~Dan bows
[20:48] <+JohnOutWest> You can see images of most of these monsters on our Website, in the “Denizens of the West” section.
[20:48] <+JohnOutWest> Of course, tehy’ll also be featured in the book
[20:50] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:51] <+JohnOutWest> You know, i love talking about every aspect of the game, maybe the crafting system, though! I especially love Alchemy.
[20:52] <+JohnOutWest> So, with our crafts, we wanted to make each one an adventure. Make it more than just “I make X, i pay Y”
[20:52] <+JohnOutWest> So with Alchemy, we made creating these potions and substances an adventure! First starting with finding the Keystone to any recipe
[20:53] <+JohnOutWest> A Keystone is the catalyst for the potion, its what gives it its’ Zing.
[20:53] <+JohnOutWest> If you wanted to make an Alchemists Fire potion, you’d want a Lung from a Fire Breathing Creature.
[20:54] <+JohnOutWest> As you can see, its both quite specific and quite broad. You know you need a lung from something that can breath fire at you, but not a specific creature that can do that.
[20:54] <+JohnOutWest> A dragon will work for sure, but so will a Devil Dog, or just a Fire-Breathing Goat!
[20:54] <+JohnOutWest> Once you have the keystone, you just require an hours time and the consumable. For Alchemist’s Fire, you only need enough flamable material to boil an ounce of water.
[20:54] <~Dan> You just need to take its breath away.
[20:55] <+JohnOutWest> (Golf Clap)
[20:55] <+JohnOutWest> Again, we’re not specific on what the consumable is. You could use a log of wood, or a can of oil, or a couple hundred candles!
[20:56] <+JohnOutWest> We have a whole list of Alchemical goods all based on this idea of Keystones and Consumables. Now when you kill a Basalisk, you can say “lets take its eyes, its special, so tehy’re probably worth something to an alchemist”
[20:56] <~Dan> Cool.
[20:58] <~Dan> Sounds like a great game, JohnOutWest. 🙂
[20:58] <+JohnOutWest> Thanks Dan, we worked really hard on it!
[20:59] <~Dan> Quick note: If anyone would like to help support my Q&As, you can do so here, whether as a tip or as a Patreon backer: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[20:59] <+Xavier> oh john what about the discount
[20:59] <+JohnOutWest> Oh, the $10 off the Westbound Hardcover book?! That deal will last for another half-hour, until 9:30 central
[21:00] <+Xavier> phew almost missed it
[21:00] <+JohnOutWest> Haha! Close one. Thanks for having me Dan, this was great!
[21:01] <~Dan> You’re welcome, JohnOutWest! Give me just a moment, and I’ll get the log posted and link you. 🙂
[21:01] <+JohnOutWest> Danke, danke!