[20:30] <+DaneAsmund> Hi everyone, my name is Dane Asmund, and I’m here today to talk about Generations, a TTRPG about Ancestry and Rebirth.
[20:31] <+DaneAsmund> Generations is a loose rules / rules-lite game system made to focus on narration and player death, as well as their rebirth.
[20:31] <+DaneAsmund> It’s set on an alt-Earth where, when you die, your character’s next generation is born from their corpse.
[20:32] <+DaneAsmund> Additionally, each time you are incarnated in this way, you are keyed to a unique power or element in the world. This grants you powers over that element. You can also tap into powers from your ancestors, allowing for unique element combinations.
[20:32] <+DaneAsmund> These elements are familiar ones like fire, water, heat, or cold, and odd, abstract ones like Zone, Yaup, and Xeniality.
[20:32] <+DaneAsmund> Zone controls taboo and what is proper in an area, Yaup loud bursts of noise, and Xeniality relationships and amiability between people, for those curious : )
[20:33] <+DaneAsmund> There are currently 60 elements in the game book, and the game book is open for people to check now- You can find that and more on the Kickstarter, which is just $100 under its $750 goal.
[20:33] <+DaneAsmund> (Link: https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth)https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth
[20:33] <+DaneAsmund> (done)
[20:33] <~Dan> Thanks, DaneAsmund! The floor is open to questions!
[20:34] <~Dan> What genre would you say this is?
[20:35] <+DaneAsmund> Generations is an open game for all sorts of genres. It is mostly a loose system that is genre agnostic. However, because the game supports player death and rebirth as a core mechanic, it is well suited for action or horror genre games
[20:35] <+DaneAsmund> Anything that can lead to player death can make it all the more interesting
[20:35] <+DaneAsmund> (Hello Chuck!)
[20:35] <~Dan> (Welcome to #rpgnet, DLB_Chuck!)
[20:36] <+DLB_Chuck> Hi Dan and #rpgnet!
[20:36] <+DaneAsmund> So the game is open to any sort of genre, really. And since it’s an alt-earth, it can also go in any era of time
[20:37] <~Dan> Is there magic?
[20:37] <+DaneAsmund> This makes it free to any time period or part of the world, since endless information on our world is available
[20:37] <+DaneAsmund> I wouldn’t call it magic necessarily, but the powers your character has over their unique element is similar
[20:37] <+DaneAsmund> You are tied to one element, and have anywhere from rank 1 to rank 5 in the element
[20:38] <+DaneAsmund> at rank 1, you can sense or see the element in the world. At 2, you can use it internally. (For fire, you could be fire proof). At 3, you can manipulate preexisting sources of the element in the world, increasing it, shaping it, etc
[20:38] <+DaneAsmund> At rank 4, you can create it for a short while, and at rank 5, you can fully create the element from nothing in a way that lasts
[20:38] <+DaneAsmund> So people certainly have powers, though it’s innate to the world, and isn’t viewed as magic or supernatural
[20:39] <+DaneAsmund> DLB_Chuck (Link: https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth)https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth
[20:39] <+DaneAsmund> If you’re curious : )
[20:40] <+DLB_Chuck> Thanks!
[20:40] <+DaneAsmund> A neat part of the elemental power bit is that, while the game has listed suggestions for each rank for all the elements of what they can do, it’s still open
[20:40] <+DaneAsmund> Players can describe what they are trying to do with the element, and the Story Leader would then determine what rank of the power that needs
[20:41] <+DLB_Chuck> I like the art on your Kickstarter page. Much brighter than most RPG art.
[20:42] <+DaneAsmund> Haha, fair!
[20:42] <~Dan> What is the default tech level?
[20:42] <+DaneAsmund> This is a small book game, so it wont need a lot of art, but so far the cover is the only piece secured
[20:42] <+DaneAsmund> But the rest will be similar
[20:43] <+DLB_Chuck> If it’s an alt Earth and can cover any time frame, are there pivotal points in the history outlined so there’s some cohesion over time?
[20:43] <+DaneAsmund> Dan – The game is good for any era of our own Earth’s history, so the tech levels are just like ours– except of course, since every person on earth has powers, there are some changes
[20:43] <+DaneAsmund> Underground networks of people who use control of space to help people illegally imigrate
[20:43] <+DaneAsmund> Strength fueled super sports
[20:44] <+DaneAsmund> Chuck – The game has some listed “eras” of 1500 years, and explains some points of interest in our own Earth’s history, but overall there aren’t huge discrepancies listed in the book yet of where specifically to play
[20:44] <+DaneAsmund> However
[20:44] <+DaneAsmund> There are story arcs being added to the book that cover interesting game options, and some of those will offer interesting alt-history moments, such as wars and the like, that would be a good setting for the campaign
[20:45] <+DaneAsmund> So most definitely there will be some options for pivotal moments of world history in this alternate earth
[20:45] <+DaneAsmund> The game book also currently has alt-Earth religions that focus more on the unique nature of this endless birth cycle
[20:46] <+DaneAsmund> Did that answer your question DLB_Chuck?
[20:46] <+DLB_Chuck> Yes. Thanks
[20:47] <~Dan> Are there anything akin to monsters?
[20:48] <+DaneAsmund> That’s a really great question! In the spirit of the season, I released a story arc for a one-shot about a character who certainly acts monstrous, but I have also been considering adding in some element-warped people
[20:48] <+DaneAsmund> Those who have been keyed to elements that do not sit right with the human body or form
[20:49] <+DaneAsmund> So there’s nothing like Goblins and Elves, but there are of course humans, who can be the most monstrous of all
[20:49] <+DLB_Chuck> I’ve been toying with the idea of a campaign where players play different characters from different generations of the same families so one segment may take place 100 years ago then the second 50 years and the final in modern day. Are you thinking about anything like that?
[20:50] <+DaneAsmund> That is certainly an option for play! People can still have children and create new lives, but the primary focus is on your own lineage of birth and death
[20:50] <+DaneAsmund> While the game focuses on that in a smaller sense, as far as time goes, the game can definitely play with jumps in time
[20:51] <+DaneAsmund> The gist is that, once you are born (as a baby), the first time that you die becomes the age you incarnate at each time you come back to life
[20:51] <+DaneAsmund> So natural lifespans can be a bit different, since some people are always reborn at 10, while others at 30 or older, but that idea you were talking about is definitely an option
[20:52] <+DaneAsmund> However, you are also reminding me of a game system made for exactly what you are suggesting
[20:52] <+DaneAsmund> It was on Kickstarter back in June I think
[20:52] <+DaneAsmund> Dan I dont suppose you recall that system?
[20:52] <~Dan> Not offhand.
[20:53] <+DaneAsmund> Not to steal my own spotlight here, but there is a system made for playing generations of a family over time– so it does exist if you want it! But Generations can definitely use time jumps and ancestral charts to keep that in mind
[20:53] <+DaneAsmund> Because ancestry is quite important to the game
[20:53] <+DaneAsmund> When you die, a random item on your person takes all the points you have on your character sheet and becomes an item called “Antefactum”
[20:54] <~Dan> I know Pendragon does that.
[20:54] <+DaneAsmund> and your new incarnation can use the points in the antefactum to tap into power over elements their ancestors had
[20:54] <+DaneAsmund> So your character sheet keeps track of ancestors and their powers in order, making ancestry relevant to the game
[20:55] <+DaneAsmund> (Link: https://drive.google.com/file/d/0B-b_1nA5lBH_eWRqM1dPZklhbjQ/view)https://drive.google.com/file/d/0B-b_1nA5lBH_eWRqM1dPZklhbjQ/view
[20:55] <+DaneAsmund> On page 12 you can see the playtest character sheet for clarity on that
[20:56] <+DaneAsmund> This is also a convenient spot to mention the core mechanic
[20:56] <+DaneAsmund> You have 4 attribute pools. When you want to take an action, you “bet” 1 or more point from any of those pools, and roll 2d6
[20:57] <+DaneAsmund> You add your bet points to the roll, and try to overcome a difficulty number your Story Leader gives you for the action
[20:57] <+DaneAsmund> The pool you use is determined by the goal or reason for the action
[20:57] <+DaneAsmund> If you succeed, you gain back 1 point from those you bet
[20:57] <+DaneAsmund> If you fail, you just lose those points
[20:58] <+DaneAsmund> So, as long as you succeed, you get your point back on a basic roll with 1 bet point
[20:58] <+DaneAsmund> but if its a really hard roll, you could bet 3, 4, or even 5 to overcome it
[20:58] <~Dan> (Howdy, KJ!)
[20:59] <+DaneAsmund> KJ (Link: https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth)https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth
[20:59] <+DaneAsmund> If you’re curious!
[20:59] <~Dan> So it looks like the attributes are pretty abstract.
[20:59] <+DLB_Chuck> Neat concept on the mechanics
[20:59] <+DaneAsmund> Definitely
[20:59] <+DaneAsmund> So the attributes are tied to your motivations in most cases
[21:00] <+DaneAsmund> Lifting a rock could be done with any of the attributes depending on the reasoning behind doing it
[21:00] <+DaneAsmund> Intensity can be just to do it, to show off, or to lift and use your strength
[21:00] <+DaneAsmund> Compassion could be used to lift a heavy rock off someone in pain in order to save them
[21:00] <+DaneAsmund> Resolve could be done to save your own life
[21:00] <+DaneAsmund> And Deceit could be used if the goal is to show people that you are a good person, when really you just want them to admire you for doing it
[21:01] <+DaneAsmund> In this way you characterize yourself by your actions and why you act
[21:01] <~Dan> Do you include any nod to less abstract traits, like brute strength?
[21:02] <+DaneAsmund> Certainly, so your character also has a Quirk, a Strength, and a Weakness trait to help characterize specifics of what they are good at
[21:02] <+DaneAsmund> So if you have a Strength of Mighty, your Story Leader will make actions that rely on brute strength easier for you
[21:02] <~Dan> In what way?
[21:03] <+DaneAsmund> Specifically in the difficulty numbers for completing actions
[21:03] <~Dan> (Welcome to #rpgnet, Guest42!)
[21:03] <+DaneAsmund> So perhaps carrying someone a long way would be a difficulty 7 action for someone, but if they were Mighty, the Story Leader would reduce that to a 5
[21:04] <+DaneAsmund> I’ve a number of systems that are more crunchy and concerned with measuring every metric, and those have their places and reasons, but for Generations the goal is entirely on character action and narration
[21:04] <~Dan> Is that just a judgment call on the part of the Story Leader?
[21:05] <+DaneAsmund> Correct. If I had a character who was Manipulative as a strength, I would remind the Story Leader when I make a social action that I am Manipulative, to make it simpler
[21:05] <+DaneAsmund> The system, like any out there, has its margin for error. With a loose, more narrative focused system, you have moments where characters, by virtue of not having everything spelled out with numbers, will not find full bonus for their character uniqueness
[21:06] <+DaneAsmund> But the system shines in allowing for extreme versatility and creativity in action
[21:06] <+DaneAsmund> For example
[21:06] <+DaneAsmund> In D&D or Pathfinder, if you have the spell Fireball
[21:06] <+DaneAsmund> It does a big fiery explosion
[21:06] <+DaneAsmund> That’s all it does, you cant alter it or make it bigger or smaller or use it to light a fire
[21:07] <+DaneAsmund> Here, if you have Fire as your element, you can do anything with fire you can think of
[21:07] <+DaneAsmund> In that way the game rewards player ingenuity to overcome challenges
[21:08] <~Dan> (brb)
[21:08] <+DaneAsmund> Sure
[21:09] <~Dan> (back)
[21:09] <~Dan> Are there skills?
[21:10] <+DaneAsmund> Not a one
[21:10] <+DaneAsmund> That leans into the loose game nature
[21:10] <+DaneAsmund> It’s strange because the light nature of the system makes it feel apt for one-shots, but the premise with the rebirth makes it feel more solid for longer campaign play
[21:11] <+DaneAsmund> I find that the mechanics that are present work into character creation and roleplay very well, and help lean the game more on a group storytelling experience
[21:11] <+DaneAsmund> Rolling. and combat for that matter, are softer and faster
[21:12] <+DaneAsmund> Hi Snooft!
[21:12] <+DaneAsmund> Snoof *
[21:12] <~Dan> (Howdy, Snoof!)
[21:12] <+DaneAsmund> (Link: https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth)https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth If you’re interested
[21:12] <~Dan> How does combat work, while we’re on the subject?
[21:13] <+DaneAsmund> It’s, I know this will surprise you, super loose
[21:13] <+DaneAsmund> The gist is that players always act first, unless the enemy caught them unaware or is characterized as particularly fast
[21:13] <+DaneAsmund> You get an action and a movement as per many other TTRPGs, but the game is not particularly worried with overly confusing systems for combat alone
[21:13] <+DaneAsmund> Weapons have a blanket damage value
[21:14] <+DaneAsmund> So a small weapon will deal 1 damage, and a larger weapon or a higher caliber of bullet will deal 2, 3, or even 4 at the biggest weapons
[21:14] <+DaneAsmund> then grenades can deal 5 or more
[21:15] <+DaneAsmund> these work on d6, so the damage is still rolled on
[21:15] <+DaneAsmund> A knife or a .22 round would deal 1d6, etc
[21:15] <+DaneAsmund> So weapons still have a range of damage they can do, accounting for chance of critical hits
[21:15] * ~Dan nods
[21:16] <+DaneAsmund> Players alone roll here, so they roll to dodge an attack, rather than having the Story Leader roll against them
[21:16] <+DaneAsmund> Since there are no defense attributes or stats
[21:16] <+DaneAsmund> There can be moments when the situation calls for instant death
[21:16] <+DaneAsmund> If you are booted off a 40 story building rooftop, no damage is rolled
[21:16] <+DaneAsmund> If you are tied up and shot in the head, no damage is rolled
[21:17] <+DaneAsmund> Since death is just a step into further character complexity in this game, instant death doesnt feel upsetting or cheap like it can in other games with save or die spells or the like
[21:17] <+DaneAsmund> Damage taken goes straight into your attribute pools
[21:17] <+DaneAsmund> If you have 0 in two separate pools, you die
[21:18] <~Dan> How do you determine which attribute pool takes the hit?
[21:19] <+DaneAsmund> Players can distribute the damage however they desire across their pools, while NPCs and enemies run on single health pools
[21:19] <+DaneAsmund> Since the points disappear fairly quickly in pools from damage, it actually isnt all that important where the damage comes out from
[21:21] * ~Dan nods
[21:21] <+DaneAsmund> Points recover naturally as the game goes on from people with medicine rolls or at the start of the day from natural regeneration
[21:21] <+DaneAsmund> But the game really wants players to die, and so the players
[21:21] <+DaneAsmund> so do *
[21:21] <+DaneAsmund> At least, to an extent!
[21:22] <+DaneAsmund> Death is still a sort of ending for a character– as that character doesnt come back necessarily
[21:22] <+DaneAsmund> But instead their genetic successor
[21:22] <+DLB_Chuck> The whole death process to make the character richer is a really original idea. I think it could be a lot of fun.
[21:22] <+DaneAsmund> Characters maintain some memories from their most recent ancestor, but they are a new person
[21:23] <+DaneAsmund> DLB_Chuck it certainly is!
[21:23] <+DaneAsmund> (fun, that is!)
[21:23] <+DaneAsmund> While this game is meant to be a standalone system, the characters and the playstyle will also be offered in an expansion book for my larger game system
[21:24] <+DaneAsmund> Generations will clock in under 100 pages when its released, and its in an 8.5×8.5 inch format
[21:24] <+DaneAsmund> My larger game system core book will be about 600 pages, and is a much more comprehensive and crunchy system
[21:25] <+DaneAsmund> However, Generations and its fun little book are an entirely exclusive system that runs well and pushes its core mechanics and hopes for player death well : )
[21:26] <~Dan> Is the larger system you mention generic?
[21:26] <+DaneAsmund> The larger system was in that Kickstarter back in June that didn’t quite make it, from our last QnA
[21:26] <+DaneAsmund> It’s not, but it’s a whole nother thing
[21:27] <+DaneAsmund> We can talk about that in January when I go for that Kickstarter again : )!
[21:27] <~Dan> Ah, gotcha. 🙂
[21:27] <+DaneAsmund> Just wanted to mention that the concept of play with death expanding your character will be explored again
[21:28] <+DLB_Chuck> What is the name of your larger system?
[21:28] <+DaneAsmund> So a little background here:
[21:28] <+DaneAsmund> My game design company is Cosmic Mirror Games
[21:29] <+DaneAsmund> That is the name of our large game system, which will have a line of game settings and expansion book, core rules book available for playtesting now
[21:29] <+DaneAsmund> Generations is one of a number of smaller games called Genesis Engine Games
[21:29] <+DaneAsmund> Genesis Engine games will be their own systems, completely unrelated to other Genesis Engine games
[21:29] <+DaneAsmund> While the Cosmic Mirror Games settings and books will all use the same system
[21:30] <+DLB_Chuck> Will they use the same mechanics?
[21:30] <+DLB_Chuck> nvmd
[21:30] <+DaneAsmund> The CMG games all use the same ones, while the Genesis Engine games are all unique from one another
[21:30] <+DaneAsmund> both mechanics, settings, and overall systems/ideas
[21:31] <+DaneAsmund> That big game has a free to check out PDF that is fully playable here. It’s too big to just view online, so I think you need to DL it, but it’s worth the length! (Link: https://drive.google.com/open?id=0B-b_1nA5lBH_RXFqV29IUHdjTTg)https://drive.google.com/open?id=0B-b_1nA5lBH_RXFqV29IUHdjTTg
[21:31] <+DaneAsmund> Back in May-June, I ran a Kickstarter with that, Generations, and the other starting Genesis Engine game, NuAEther
[21:32] <+DaneAsmund> but the Kickstarter had too much going on and it was confusing to read about– three separate games that didnt need eachother
[21:32] <+DaneAsmund> So Im going through each game on their own Kickstarters now to help finalize art for each
[21:32] <+DLB_Chuck> You aren’t running them concurrently next time?
[21:33] <+DaneAsmund> My initial idea was to run them all simultaneously as separate ones, but Kickstarter has an unwritten rule that you can have only one project up at once
[21:33] <+DaneAsmund> So the other games actually have fully prepared Kickstarter campaigns, but they just cant be launched right now
[21:35] <+DLB_Chuck> Have you been pretty happy with using Kickstarter as a way to find fans and get support? I’m a newb — just launched my own game’s KS campaign today
[21:36] <+DaneAsmund> Oh, certainly. From my research it has the best platform for games, and more than that, it takes the least from you in fees at the end
[21:36] <+DaneAsmund> My biggest issue was being realistic and knowledgeable about both how much money you need, and what it takes to get a following
[21:37] <+DaneAsmund> Their algorithm for popularity (where you end up on the list of your project’s genre)
[21:37] <+DaneAsmund> It’s mostly focused on number of unique backers
[21:37] <+DaneAsmund> My first KS campaign was for Umbra & Mirn, which is a released book. It was my first game project of the kind, and unfortunately I think it shows
[21:37] <+DaneAsmund> But through mistakes, new knowledge
[21:37] <+DLB_Chuck> I’ve been out of the business side of gaming for a long time so I’m struggling with the following idea too. I’ve been pretty lucky with some industry people supporting Don’t Look Back (my game) and having a few fans still hanging around from the previous editions
[21:38] <+DaneAsmund> Please, share the KS link– I’m interested : )
[21:38] <+DaneAsmund> I found the hardest part is finding the correct goal while keeping it realistic
[21:38] <+DaneAsmund> My first book came in at 315 pages and I only had a 1500 goal to fund art for it.
[21:39] <+DaneAsmund> With the costs of pledge fulfillment, the fees, I ended up with much less
[21:39] <+DaneAsmund> And spent all of it on a few big pieces, then had to do my own art for the rest
[21:39] <+DLB_Chuck> My new edition for Don’t Look Back is here: (Link: https://www.kickstarter.com/projects/606713165/dont-look-back-paranormal-conspiracy-horror-role-p)https://www.kickstarter.com/projects/606713165/dont-look-back-paranormal-conspiracy-horror-role-p
[21:40] <+DaneAsmund> See you’re on the right track! First day and 35 backers, that’ll keep you around the top of the list for a bit, at least. The more visible your project, the more backers you get
[21:40] <+DLB_Chuck> My art budget in the 90s was close to $10k per book but the industry seems a lot smaller these days. I don’t see anything like that likely for my new books
[21:40] <+DLB_Chuck> Thanks
[21:41] <+DaneAsmund> I’m a little guy who’s just getting started, so Im expecting 20-40 backers in the end
[21:41] <+DaneAsmund> And exactly
[21:41] <+DaneAsmund> My big game book Ive already put over 3.5k into, and the budget needs another 10k or so to fill it out– but that’s a full color, 600 page book
[21:41] <+DaneAsmund> Some later books I’m going to try to do A) smaller books, and B) black and white
[21:41] <+DLB_Chuck> Are you using print-on-demand for the big book?
[21:42] <+DaneAsmund> I’m doing PoD for all of my games. Kickstarters are entirely just to round our art budgets for me
[21:42] <+DaneAsmund> round out*
[21:42] <+DLB_Chuck> That seems like the way everyone does it these days
[21:43] <+DaneAsmund> Really? I find it mostly is done for print runs now, or so it seems
[21:43] <+DaneAsmund> Maybe we’re looking at opposite things!
[21:44] <+DaneAsmund> I spend most of my time working on games, and pay out of pocket for early art on everything, but I’m just one guy, so it can be difficult to get art together
[21:44] <+DLB_Chuck> It still takes about 2K copies of a book to make an offset print run worth it. Outside of a smallish number of lines I don’t see too much hitting those numbers.
[21:45] <+DaneAsmund> Most definitely. And in my case, I feel that there is a huge revival of TTRPG and unique systems lately, so since I’m new and mostly irrelevant (so far!), I cant rely on making that many sales
[21:45] <+DLB_Chuck> I’m fortunate to own rights to a lot of art from an earlier edition of my game and a supplement called Giant Psychic Insects
[21:45] <+DaneAsmund> That is definitely helpful!
[21:46] <+DLB_Chuck> I’m switching from black and white interiors to full color though so I’m going to still need a fair bit of art. The artists I’ve worked with in the past are pretty excited so I’m planning to bring them back in with new color pieces.
[21:46] <+DaneAsmund> That’s always exciting
[21:46] <+DaneAsmund> I think the most fun part of this for me is connecting with and gaining a group of artists over time
[21:47] <+DaneAsmund> It also is hugely helpful for future work to know who is reliable and who has decent prices
[21:47] <+DaneAsmund> I think I might have gotten a bit off topic here– but it’s nice to chit chat with another creator
[21:47] <+DaneAsmund> So why dont we go ahead and wrap up the Q&A part here so the chat can return to its normal state
[21:47] <+DaneAsmund> Generations is a small game, so the Q&A was small as well!
[21:48] <~Dan> You sure, DaneAsmund?
[21:48] <+DaneAsmund> Im assuming we might be wrapped up on actual questions haha
[21:48] <~Dan> Before we wrap up, is there anything we haven’t covered that you’d like to bring up?
[21:49] <+DaneAsmund> I just really want to throw out the Elements list– there are 60 in the book so far, and with the ability to have both your own elemental power, and an ancestral power, the combinations of powers can be really wild
[21:49] <+DaneAsmund> (Link: https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth)https://www.kickstarter.com/projects/cosmicmirrorgames/generations-a-game-of-ancestry-and-rebirth
[21:49] <+DaneAsmund> Playtest copy is still free to try for all our games
[21:49] <+DaneAsmund> (Link: http://cosmicmirrorgames.com/downloads/)http://cosmicmirrorgames.com/downloads/
[21:49] <+DaneAsmund> They can all be found here
[21:49] <+DLB_Chuck> Best of luck DanAsmund! It was really nice chatting
[21:49] <+DaneAsmund> And Im excited to bring out the book, so please pledge and share : )!
[21:49] <+DaneAsmund> DLB_Chuck You too
[21:50] <+DaneAsmund> Thanks again Dan for hosting
[21:50] <~Dan> For those interested in backing my Q&A series, you can do so here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:51] <~Dan> Now, if you’ll give me just a minute, I’ll get the log posted and link you. 🙂