[20:37] <+Julian> Hi I’m Julian, one of the designers of Storm Hollow
[20:37] <+Julian> Angie, do you want to explain the game, or do you want me to?
[20:38] <+Angie> Hi, I’m Angie, the other designer of Storm Hollow. 🙂 You go Julian!
[20:38] <+Angie> (he types SO much faster)
[20:38] <+GameSaluteBrenna> I’m Brenna, and I’m part of the publishing team of Storm Hollow
[20:38] <+BaneStar007> @Dan, I think so.. maybe I’m early/late
[20:38] <~Dan> BaneStar007: Nope, we’re just now starting. 🙂
[20:38] <+Julian> Storm Hollow is a roleplaying adventure game that lets you go on a grand adventure in about an hour.
[20:39] <+Julian> It let you play as yourself, magically transported to the world of Storm Hollow, the land where ever story you’ve ever heard of actually happened.
[20:40] <+Julian> The world is based off of classic folktales and fairtales, with modern fantasy and whismical steampunk twists thrown in.
[20:41] <+Julian> It works with a storyteller /game master like traditional roleplaying games. That player has to do some preparation and reading ahead of the game like most rpgs (though its a lot less than many). However…
[20:41] <+Julian> …one of the cool things about Storm Hollow is that the players playing the heroes need to know absolutely nothing before the game starts. Creating your character and learning the rules are all part of playing the game. So its easy for new players to jump right in.
[20:42] <+Angie> Storm Hollow uses a simple skill based system where players describe what they want to do and the Storyteller calls for a roll (Move, Magic, Might, Think, Talk, or Explore). Heroes roll the number of dice shown on their hero boards, depending on the type of hero they are, and a “hit” means the action succeeds.
[20:42] <+Julian> Adventures stay short and exciting by sticking to a 3 act structure. There is always an invitation where the heroes discover a problem, a journey where they use skill and powers to investigate the problem or reach a certain destination…
[20:43] <+Julian> …and finally a big finish, an exciting action scene that brings the whole story to climax right before the end of the adventure.
[20:44] <+Julian> Right now Storm Hollow: Call to Adventure is on kickstarter. It has everything you need to play the game, 5 premade adventures, and all the rules you need to make your own adventures (including premade scenes for easy “snap together” adventures to get you started with adventure creation.
[20:46] <+Julian> It also comes with an awesome map board, artifact and power cards for heroes, ally and enemy cards for people you will meet on adventures, and a book of just world lore filled with stories about the world and details about every location on the map.
[20:46] <+Julian> Done. (I think.) Angie, anything to add?
[20:47] <+GameSaluteBrenna> Maybe you can elaborate on what age groups/experience levels Storm Hollow is good for? 🙂
[20:47] <+Angie> There’s lot’s more to say, but that’s a good intro!
[20:48] <+Angie> We
[20:49] <+Julian> As far as ages go, the game is designed to be playable and fun for people of all ages. We have played with people as young as 4 and 5, but also lots of times with groups of only adults.
[20:49] <+Julian> For running the game, I’d say a person needs to a bit older. My daugher has been running games since she was 10 with no problems at all.
[20:50] <+Angie> One thing we’ve really enjoyed about developing and testing Storm Hollow over the last few years is that it is a really accessible system. We’ve worked to make it where folks who have never played a roleplaying game before or who are possibly uncomfortable with the idea of it are able to join in and enjoy the game alongside more experienced gamers
[20:51] <+Julian> The skill system and adventure structure are designed to keep the focus on the story and keep the narrative moving forward. So experienced games who love to tell a good story will find lots to enjoy. The game allows for a lot of creativity.
[20:52] <+Angie> As long time gaming vetrans ourselves, we wanted to have enough depth in the game that there was something for us (and folks like us) to be engaged with, so we came up with a lot of ways to layer the content, like artifacts and powers to discover that will interact with each other in fun new ways without being “more powerful”
[20:55] <+Julian> done
[20:55] <~Dan> Thanks, guys! Ready for questions?
[20:55] <+Angie> yes!
[20:55] <+Julian> Yep
[20:56] <~Dan> You mentioned that PCs are created during play. How does that work?
[20:56] <+Julian> Creating your character comes down to two decisions: hero type and talent
[20:57] <+Julian> To begin play, the storyteller just starts telling the story. The storyteller talks about how you are wooshed away to a strange new place
[20:57] <+Julian> At first you’re confused, your’re looking around, and you probably see someone who comes bounding up to say “Poppins! Poppins have arrived! Oh thank goodness, we desperately need your help!”
[20:58] <+Julian> In short while, you will discover that you have arrived in Storm Hollow. Someone will likely ask you what type of hero you think you are. You will choose from..
[20:58] <+Angie> (They are called Poppins because heroes usually just “pop in” to Storm Hollow right in time to save the day, just like many classic adventure stories)
[20:58] <+Julian> Lightbringer, a brave warrior who faces off against the darkness, or
[20:59] <+Julian> Riftwalker, an intrepid explorer who can alter the world through force of will, or
[20:59] <+Julian> Sparkcaller, a hero who can wield powerful magic and summon elemental pets called sparks, or
[21:00] <+Julian> Stormchaser, a brave hero who rushes into danger and can ward of dangerous magic or summon wild storm bolts to attack enemies, or
[21:00] <+Julian> Talespinner, a hero who makes fast friends, hears the echoes of stories past, and can inspire others to greatness, or
[21:00] <+Angie> (All of these heroes are represented on two sided hero boards, with a male character portrait on one side and female on the other. Each has an array of 1-3 dice shown for the 6 skills- Move, Magic, Might, Think, Talk, Explore. Each has a Constant Power that is always active and a Boost power that requires spending a Boost to activate)
[21:00] <+Julian> Whizbanger, a brilliant inventor who makes magical machines.
[21:01] <+Julian> Once you choose your hero type, someone will also ask you about your talent. You’ll choose to be Flashy, Wild, Curious, Helpful, Protective, or Tricky.
[21:02] <+Julian> Once you’ve made those 2 choices, you get a unique magical artifact based on those choices and your ready to go. But it all happens through interaction with a character in Storm Hollow, so your playing the whole time
[21:02] <+Julian> done
[21:02] <~Dan> The magical artifact just manifests?
[21:02] <+Beemer> How did the idea for Storm Hollow come about?
[21:03] <+Julian> Its sort of like it arrived with you in Storm Hollow. When you arrive, you are changed. You have new heroic powers and abilities you never realized you had before and yes…a new artifact sitting at your side.
[21:04] <+Angie> The talents create a feedback system that encourages/teaches roleplaying. When a player acts according to the talent they’ve chosen they gain their talent die in addition to the skill they are rolling, and when they roll the boost symbol on that die they gain a boost, which can be used to power their special abilites or turn a hit into a miss.
[21:04] <+Julian> And by that she means turn a miss into a hit. 🙂
[21:05] <+Angie> haha, yes
[21:05] <~Dan> 🙂
[21:05] <+Angie> you moved on and i was trying to catch up!
[21:05] <+Angie> Julian, there’s also the kits! I feel like you are skipping all the things!
[21:06] <+Angie> Beemer: Great question!!
[21:06] <+Julian> Oh yeah. Depending on the adventure and the story, you might also get an adventuring kit right then too. OR shortly into the first scene at the latest.
[21:06] <+Angie> I have an awesome story about that!
[21:06] <+Julian> Go for it. 🙂
[21:07] <+Angie> Also, Julian is answering these questions for a default first adventure into Storm Hollow, sometimes heroes are continuing adventures or coming back (a la Chronicles of Narnia!)
[21:08] <~Dan> Well, that’s Narnia business.
[21:08] <+Julian> Right. You don’t make new characters every time (at least, you don’t have to.) After the first adventure you keep playing as the heroic version of yourself you already created.
[21:08] <+Beemer> (ba da, bump!)
[21:08] <+Angie> Ok, so idea for Storm Hollow
[21:12] <+Julian> I think angie is having trouble on her end at the moment. I think I can take another question while we wait. 🙂
[21:12] <+Angie> my then 5-year-old daughter Katie got a new superhero themed board game, and she thought it would be really fun to have a couple of her good friends over for a superhero themed board game party. The kiddos picked out their favorite costumes and showed up ready to learn a new game. Katie was decked out in her Flash costume, Julian’s daughter Sabine had a homem
[21:12] <+Angie> What? Stealing? In a board game where you play as superheros? Yep, the game required you to collect some items, and one of the main ways to get them was to steal them from other players… which makes 5-year-olds sad. In fact, it kinda makes everyone sad. Who wants to go around collecting cool stuff and have it randomly stolen by your friends?
[21:12] <+Angie> Who wants to spend an afternoon dressed up as your favorite hero and watch your friends cringe and get upset when you ruin their fun?
[21:13] <+Angie> It was pretty excruciating to watch. We tried to come up with some teamwork themed spin and loosen up the rules a bit, but ultimately the kiddos looked miserable and we suggested they throw it in and just play superheroes and have some snacks.
[21:13] <+Angie> As the kids ran around saving the world together on their pretend superhero team we started talking about what went wrong, which led to a long conversation about games and being kids and the experiences we enjoyed in our own childhood.
[21:13] <+Angie> We talked about getting in character, taking on a heroic persona, imaginative play, the stories we loved as children, and playing games with our families and friends. We discussed wanting to share those experiences with our children, and see their faces light up as they sit around the table together making up great stories and having grand adventures.
[21:14] <+Angie> We started talking about how we wished there was a game that creates memorable stories when you play it, but was easy to learn and took less than an hour to play, one that kids and parents could enjoy together… then Julian’s wife Chrissy said “Why don’t you guys just make THAT game?”
[21:14] <+Angie> So we set out to do just that. The biggest difference between this and the other games we’d made in the past was that we had an experience in mind that we wanted to create, and it gave us a clear focus that we returned to time and time again.
[21:14] <+Angie> We revised and cut and revised some more, throwing out every idea and mechanic and system that didn’t deliver on our vision. We playtested, made changes and playtested it some more until we had a game that met our design goals AND most importantly was fun for our kids to play and was engaging for us to play with them.
[21:15] <+Angie> Then, we wanted to make sure it was something that adults could enjoy with each other, so we started testing it at game conventions
[21:16] <+Angie> That’s when we found out that there were a lot of folks that had interest in roleplaying games but hadn’t played them before because they were intimidated, or who had played but hadn’t been the storyteller, or who just didnt have the time/energy to devote to a really in-depth complex system for a campaign
[21:17] <+Angie> and we realized that we had an opportunity to make something that could really fit a cool niche in the game industry
[21:17] <+Angie> (done)
[21:17] <+Angie> whew!
[21:17] <+Julian> 🙂
[21:17] <+Beemer> sounds like you all worked on this a couple of years even before the 1st KS.
[21:18] <+Beemer> and that’s a really cool origin story btw 🙂
[21:18] <+Angie> We’ve been working on it since our respective daughters were 5. Julian’s just turned 12 and mine will be 12 in a few weeks 🙂
[21:18] <~Dan> My goodness!
[21:18] <+Beemer> wow
[21:19] <+Beemer> What were your thoughts when the scope of the first KS got so large?
[21:19] <~Dan> Does character type determine the stats?
[21:19] <+Angie> haha which one do you want Julian?
[21:20] <+Julian> Yes. They type of hero you pick determines what skills you will be good at or poor at.
[21:20] <+Angie> he took the easy one, ok
[21:20] <+GameSaluteBrenna> And the Talent will help determine that as well, right?
[21:20] <+Angie> Talent doesn’t determine stats
[21:21] <+Julian> MY thoughts on the scope of the first KS ranged from THIS IS AWESOME WE GET TO MAKE SO MUCH COOL STUFF!!! to…dear god how are we ever going to finish all this cool stuff.
[21:21] <~Dan> 🙂
[21:21] <+Beemer> hehe
[21:21] <+Angie> talent will give you an element you are good at, and an extra die when you take actions that match that type of talent, so if you do something protective and have the protective talent, whether its a move check or a might check, you’ll get to add your talent die
[21:22] <+Angie> thoughts on the first KS getting big: whoooaaa, OMG, and OH NO
[21:22] <+Julian> Talent just determines when you get to add your talent die in. So if your a Tricky Whizbanger for example you only get 1 die in magic, cuz Whizbangers aren’t great at magic. But if you are using magic to be tricky, then you get to add in your Talent die effectively raising your skill roll to 2 dice
[21:22] <+Julian> And your talent die has more chances for success than a typical die
[21:23] <~Dan> What sort of dice are we talking about?
[21:23] <+Angie> Each hero type has 2 stats they get 1 die in (each die has 50/50 hit/miss)
[21:23] <+Angie> 2 stats with 2 dice, and 2 stats with 3 dice
[21:23] <+Angie> so, there’s a very good chance of success with 3 dice
[21:24] <+Angie> we wanted the “default” for the game to be that heroic actions are successful
[21:24] <+Julian> You only need 1 hit on a roll to be successful, but sometimes (particularly during the big finish) getting multiple hits can be important.
[21:25] <+Julian> done.
[21:25] <+Angie> and that failure was the “surprise”, rather than the norm. So, when you roll the maximum of 5 dice and get all blanks its a “whoa! I get to come up with a cool story about how things didn’t go as planned” moment, rather than, “oh, i guess i missed again”
[21:25] <+Angie> (done)
[21:25] <~Dan> (Welcome to #rpgnet, GregPredders!)
[21:26] <+Beemer> The new Call to Adventure KS looks like a really great starter set to the Storm Hollow world. How hard was it to pare the Treasury version down to the smaller version?
[21:26] <+Angie> I’ve got this one!
[21:26] <+GameSaluteBrenna> Not as hard as you’d think! It’s actually more in line with how the original KS was planned
[21:27] <+Angie> It wasn’t hard at all, Call to Adventure is exactly what we always thought a “core set” should be
[21:27] <+Angie> Yep, what Brenna said!
[21:27] <+Beemer> cool
[21:27] <~Dan> (Welcome to #rpgnet, Guest88!)
[21:27] <+Julian> There was a lot of discussion about what adjustments to make to get the price down, but we knew what content we wanted to be in the core set.
[21:27] <+GameSaluteBrenna> It was really just a matter of distilling the Treasury down to the essential starter components
[21:28] <+Angie> Julian and I have had the guiding philosophy that a “core set” should have everything you need to really get into a game, not a hook then buy 5366234 more things to ACTUALLY play
[21:28] <+Beemer> I like that philosophy
[21:28] <+Angie> It harkens a lot back to the D&D boxed sets that we grew up on
[21:29] <+Angie> with whole worlds and gazeteers and dm guides and player guides all in one
[21:29] <+Julian> Yeah, we wanted it to be that if the core set was the only thing you bought, you would know everything you needed to know about Storm Hollow and could make your own adventures to play forever without having to buy another thing.
[21:29] <+Angie> I used to pour over the old Greyhawk maps for hours and hours
[21:29] <+Julian> Then we want expansions to give you more stories, more options, and more premade adventures to play around with.
[21:30] <~Dan> How does combat work in the game?
[21:31] <+Angie> (of course, we have lots of cool ideas of other things that we hope people might WANT to buy, but we want people getting products that they are excited about, not that they feel like they HAVE to get to complete the required components to actually play. I’ve done that for SO MANY rpg’s over the years, and I don’t want to bring up the next gen on that!)
[21:31] <+Angie> Julian, you go!
[21:31] <+Julian> I loooooved old D&D box sets too. Dark Sun was one of my favorites. Our map and our worldguide are probably my favorite parts of the game. Not to be too braggy, but I think our map and worldguide are cooler than just about any other rpg I’ve played. I’m etremely proud what we did with them and the how well the art came out for the map.
[21:32] <+Angie> (I mean, I have a giant poster of our world map hanging in my DINING ROOM, so….)
[21:33] <+Julian> That to me is what makes me want to keep playing a roleplaying system: new worlds to explore and new stories to tell. So thats what I look forward to giving in expansions to Storm Hollow: new places to see and new campaigns with unique and exciting stories.
[21:33] <+Julian> done. 🙂
[21:33] <+Angie> Hopefully Julian is typing up a cool answer bout how combat is just like every other thing in the game?
[21:34] <+Julian> Oook. 🙂
[21:34] <+Julian> Yeah, so combat is something that comes up in RPGs a lot. we didn’t make a special combat system and combat is never down to “I swing a sword….again.”
[21:36] <+Angie> Ok im going to jump in here!
[21:36] <+Angie> This is where our game breaks a lot from many rpgs
[21:36] <+Julian> But you can do lots of things combat. Like you could try to set up a trap to ensnare the enemy. That just requires a think roll. Hits are his in Storm Hollow so whatever you do to try and solve a problem initiates a skill roll which generates hits which works towards solving the problem.
[21:36] <+Angie> it comes down to 2 main things, our 3 acts structure and our trackers
[21:36] <+Julian> And combat is just another problem…just an exicting and dangerous one. 🙂
[21:37] <+Angie> in the Invitation, its usually freeform roleplaying where the heroes are making the decisions that define their characters and learning about their problems
[21:38] <+Angie> in the Journey, things get a little more mechanical, and players start to use their skills more to solve problems. Maybe it’s fighting, but it would be the same as using a Talk check to convince your way past a guard. The Journey consist of a series of tasks
[21:39] <+Angie> Each task is an open ended problem the heroes can use their creativity and skills to solve in any number of ways
[21:39] <+Angie> Completing each task earns them progress towards the Big Finish
[21:40] <+Angie> When the heroes reach the Big Finish, the mechanics come out in full force (as much as they do for this game anyhow)
[21:40] <+Angie> The turn structure solidifies, and there are (usually) three trackers placed out
[21:41] <+Angie> The Progress tracker shows the heroes’ Progress towards their goal (1-10)
[21:42] <~Dan> (Welcome to #rpgnet, Guest46! You can set your name with the /nick command; e.g., /nick Dan 🙂 )
[21:42] <~Dan> (that goes for you, too, Guest88! 🙂 )
[21:42] <+Angie> The Disaster track shows the enemies progress towards it’s goal (1-10). Enemy is defined loosely, it can be an inanimate object like an obstacle, say a volcano that is erupting or whatever
[21:43] <+Angie> The third tracker is the Threat tracker, which is like a temperature gauge and shows how dangerous the situation currently is for the heroes. In the red zone, it is VERY dangerous, the enemy is pulling ahead. In the yellow the danger is being held at bay some, and in the blue the danger has been lowered
[21:44] <+Angie> HOWEVER, Threat is dynamic, it moves up and down each turn.
[21:46] <~Dan> So how could the Threat tracker be low while the Disaster tracker is high?
[21:46] <+Angie> So when Julian mentioned before that how many hits a hero rolls might matter, this is where that kicks in. Say Dan swings across a chandelier and knocks into the troll, rolling 2 hits on his Move check. And Guest46 sneaks up behind with a rope and ties up the trolls leg to the nearby tree, using a Think check and getting 3 hits…
[21:47] <+Angie> … and Brenna gets 1 hit on her Wind Magic check to try to knock the troll over. During the results step, Julian, the storyteller, would move the Threat down 6 spaces, say taking it from the red to the yellow. YAY!
[21:48] <+Angie> Dan: Yes! Disaster only goes up!
[21:48] <+Angie> If Disaster is high you’ll wanna get that threat down, because Threat is usually what determines how fast the Disaster is rising each turn!
[21:49] <+Julian> Threat is a moment to moment reading of dangerous the situation is. Disaster is the inevitable creep towards destruction unless the heroes accomplish their goal.
[21:49] <~Dan> How is damage determined?
[21:49] <+Angie> So if our heroes move the Threat down to the Yellow, Julian would look at his “Enemy Action Grid” to see what action the enemy takes for the turn
[21:50] <+Angie> Since the heroes got it out of the red, the enemy takes the YELLOW action, which is maybe “all heroes take 1 hit and Distaster +2”
[21:50] <+Angie> (with a thematic flare of course)
[21:51] <+Angie> THEN, the Threat ALWAYS goes back up by the current DOOM level
[21:51] <+Julian> During the journey, the heroes can lose oomph as a result of doing poorly at a task (the amount is listed in the adventure but is usually no more than 1 or 2 at a time.)
[21:52] <+Julian> Don’t know if it was stated, but Oomph is what our heroes have as hit points. They start each adventure with 7 oomph. You can lose oomph for physical damage but also for getting terrified or exhausted or really any negative, diminishing thing that can happen to you.
[21:52] <+Angie> so, our heroes have to constantly weigh if they want to do actions that “earn progress” or “lower threat”. This is what makes it really easy for new storytellers. The “Scene Key” for an adventure lists what types of actions will do each of these, so a Storyteller just has to apply the hits that are rolled to the appropriate tracker, and retell the story
[21:52] <+Angie> in a fun way 🙂
[21:53] <+Beemer> Will you be doing any Live play sessions (like on Twitch) to promote Call To Adventure?
[21:53] <~Dan> (Howdy, DLB_Chuck!)
[21:53] <+DLB_Chuck> Hi Dan! Hi everybody!
[21:53] <~Dan> ( DLB_Chuck: (Link: https://www.kickstarter.com/projects/gamesalute/storm-hollow-call-to-adventure)https://www.kickstarter.com/projects/gamesalute/storm-hollow-call-to-adventure )
[21:53] <~Dan> Everyone, meet DLB_Chuck, one of your fellow game authors and a recent Q&A guest himself. 🙂
[21:54] <+Angie> So, Dan, does that give you a good idea of how an action scene would play out?
[21:54] <+Julian> Hi Chuck. 🙂
[21:54] <+DLB_Chuck> Hi Julian
[21:54] <~Dan> I think so.
[21:54] <+DLB_Chuck> I’m looking at your KS now. Sounds neat!
[21:55] <+Julian> Thanks!
[21:55] <~Dan> What sorts of things can magic accomplish? How powerful can it be?
[21:56] <+Julian> The magic skill in the game is used for elemental magic.
[21:56] <+Angie> It’s not always combat, and I’m describing the “basict conflict” template. We actually use those trackers (plus one more, the time tracker) in a variety of ways for 8 different types of Big Finishes; Basic Conflict, Race, Chase, Puzzle Trap, Boss Fight (this is a special type of fight), War of Words, Obstacle, and Protection
[21:56] <+Julian> To use magic, you must have a source of an element you want to manipulate. Like a torch with fire for fire magic for example.
[21:56] <+Angie> (done)
[21:57] <+Julian> Then you can use a magic roll to shape that fire, make it bigger, make it smaller, make it blast out, whatever you can think of.
[21:57] <+Julian> The elements in the game are earth, air, fire, water, life (which means plant life for magic purposes), and storm.
[21:57] <+Angie> Beemer: we don’t have anything like that scheduled, but I think it’s something we’d consider if there was interest
[21:57] <+Angie> Hi Chuck!
[21:58] <+DLB_Chuck> Hi angie!
[21:58] <+Julian> So if there’s no water around, you can’t make water appear. But if there was water, you could make it bigger and create a wave to knock an opponent off their feet or freeze them in their tracks.
[21:58] <+DLB_Chuck> What are the primary differences between this version and the one you Kickstarted before?
[21:59] <+DLB_Chuck> Thanks for the intro Dan
[21:59] <+Julian> The primary difference is that this one contains the core of the game and costs a lot less.
[21:59] <+Julian> Our original vision for the game was the their would be a core set and 2 expansion from the content we created in the initial kickstarter
[21:59] <+Angie> The Treasury had 2 additional expansions bundled in with it
[22:00] <+Julian> However, for delivery purposes, that got all put together in one big treasure bundle that now costs $250
[22:00] <+Julian> So Call to Adventure has some changes to the components to get costs down and is everything we just wanted in that original core set of the game.
[22:01] <+DLB_Chuck> Cool. That should lower the threshold for a lot of people. What kind of quantity do you have to hit in order to get better production prices?
[22:02] <+Julian> In addition to costing more, the treasury can also be a bit overwhelming. Its filled with awesome stuff, but a lot of that stuff is for later play. Call to Adventure gives you just the right things to focus on for getting started with the game (but also the tools to keep making your own adventures forever).
[22:02] <+Angie> That’s a Brenna question!
[22:02] <+Julian> Yep. Angie and I do not know the production side of it. 🙂
[22:02] <+GameSaluteBrenna> For initial runs we usually shoot for 2500 or 3000, then if a game does well we’ll work up to 5000
[22:03] <+DLB_Chuck> I just design standard (i.e. books) RPGs. It amazes me how much work there is to do on the more board-side of things. It looks like you all did a great job though!
[22:03] <+GameSaluteBrenna> Anything under that and you just can’t get good prices, and you’ll run out too quickly and will have to wait with no stock to do a reprint
[22:04] <+GameSaluteBrenna> Thanks so much! The map boards are really beautiful. They are really thick and sturdy
[22:04] <+DLB_Chuck> I’m just doing my first Kickstarter now. I was out of game design for a while. When I used to publish it was pre-POD/PDF so initial print runs were at least 2K back then.
[22:04] <+Julian> Thanks. Yeah the books took a long time too, but I was amazed how much work it took to create every artifat card, power card, ally card, enemy card, etc. It all compounds. But it also means there are ton of cool visuals and tool for running adventures. I enjoy that aspect a lot. 🙂
[22:05] <+GameSaluteBrenna> The sheer amount of art in the game is kind of staggering 🙂
[22:05] <+DLB_Chuck> I bet
[22:05] <+Angie> We’ve been so lucky to work with a great team at Game Salute. They took our ideas for the visual side of the game and just leveled them up again and again. and made amazingly high quality components. and got awesome artists 🙂
[22:05] <+GameSaluteBrenna> Thanks Angie 🙂 Gotta give kudos to our Creative Director Dann May for all that work
[22:05] <+Angie> 687 pieces of art I think!
[22:06] <+DLB_Chuck> Wow!
[22:06] <+Julian> Yep. I love good art in games and I super love the art in Storm Hollow. Dann May did a fantastic job finding some amazing artists (and contributing some beautiful art of his own as well.) 🙂
[22:06] <+Angie> Yes, Dann is amazing. He did all the graphic design and layout for all 6 books. and they are sooooooooooooo art/design heavy
[22:07] <+Angie> And he arted both covers 🙂
[22:07] <~Dan> What sorts of technology can Whizbangers create?
[22:07] <+Angie> Whizbangers make chugs!
[22:07] <+Julian> Anything they want!
[22:07] <+Julian> 🙂
[22:07] <+Angie> and other things! but they have a special type of thing they can make called a chug, using their Boost power
[22:08] <+Julian> the basic power is to create a chug. A chug is a small machine that does one thing over and over and over again. If it needs to roll a die to accomplish something, it rolls 1 die. The one thing it does over and over again is anything the Whibanger wants when he or she creates it.
[22:08] <+Angie> A Chug is a small little …… contraption… that will continue to do any one task over and over for the rest of the scene. Mechanically it rolls one die on a single skill every turn
[22:09] <+Julian> Other machines are up to the heroes creativity and what the storyteller thinks is reasonable. Basically, if the Whizbanger has the supplies and the storyteller thinks its a reasonable machine to make, the Whizbanger would make a think roll. One hit means the machine is built. Multiple hits and the storyteller might have the machine be particularly effective.
[22:09] <+Angie> The WHizbanger’s OTHER power is called Gear Grabber…
[22:09] <+Angie> and they have UNLIMITED POCKETS
[22:09] <+Julian> Chugs are slapped together so they only last for 1 scene. Other machines are sort of up to Storyteller discretion.
[22:10] <+Angie> and, ask anyone, its most definitely the MOST OP power in the game (its totally not, but we’ve been told that so many times its hilarious)
[22:10] <+Angie> We haven’t talked about Adventuring Kits and Pockets yet, but now is a great time!
[22:11] <+Julian> Every adventuring kit has 2 pockets. Twice during the game a hero can make a grab roll. They roll 2 dice and if they score at least 1 hit, they pull out of their pocket….whatever they can think of.
[22:11] <+Julian> If a storyteller wants to be flexible…and a bit silly, you can truly allow anything. If you want to be strict you can say things that would reasonably fit into a backpack and seem appropriate to your adventuring kit.
[22:12] <+Angie> An adventuring kit is a visual “inventory” of items the hero is carrying, that has 6 items tied together on a theme and two pockets. Some examples are The Mischief Kit or the Fancy Pants Kit
[22:12] <+DLB_Chuck> Can you give me an example of the kind of thing they may do with that?
[22:12] <+DLB_Chuck> you beat me to it 🙂
[22:12] <+Julian> Two pockets means you can only do this twice per adventure. Except the Whizbanger who can do this unlimited number of times. They always have more pockets of stuff.
[22:12] <+Angie> The rule for ALL items from kits, whether shown on the card or pulled from a pocket is the “Right Tool for the Job” rule
[22:13] <+DLB_Chuck> How does that balance out for the whizbangers?
[22:13] <+Julian> items in your kit can be used however you want. If the storyteller thinks you are using them in useful way, its called having the right tool for the job. It adds 1 die to your skill roll.
[22:13] <+Angie> So, if the item would be helpful for what the player is trying to do, they get +1 die to the roll
[22:13] <+Angie> Gosh Julian!
[22:14] <+Julian> Well for the WHizbangers it just means they can be more creative in the tools they use. Ultimatley anything you pull out of your pocket is just another item your kit. So no matter what you pull out, it still has be useful to the task (as determined by the Storyteller) and if it is, it just adds 1 die to your roll.
[22:14] <+Angie> Ok, so back to the Whizbanger! They have the most OP power ever because they have UNLIMITED POCKETS! 🙂
[22:15] <+Angie> (it’s not really overpowered though, it just means they get to creatively use items as often as they like, and players really enjoy it)
[22:15] <+Angie> There’s still a 5 die limit on every skill roll, and Right Tool for the Job only grants +1 die
[22:15] <+Julian> Yeah, so some people think of it as overpowered because you can always get an item that seems suited to the situation. Which is very cool. But ultimately, even if you need to pick an ancient lock and you pull out the skeleton key of awesomeness, it just means you have a slighty better chance now of picking that lock. And other heroes could do other creative
[22:15] <+Julian> things to gain their own advantages.
[22:16] <~Dan> Do you include a bestiary?
[22:16] <+Angie> It’s a very fun power though, because the Whizbanger has a giant pack full of cool stuff 🙂
[22:16] <+Julian> Nope, because fighting monsters is not the main point of the game. Instead, we have Scenes to go. The are premade Invitations, Journeys, and big Finishes that you can snap together to make your own adventures.
[22:17] <+Angie> So, every ally and enemy is represented on a tarot sized art card (with text on the back)
[22:17] <+Julian> Enemy cards give details on different villains and monsters you could use as antagonists in the game.
[22:18] <+Angie> (done)
[22:18] <+Julian> So whereas in D&D you might consult a monster manual for a list of horrible beasts and those beast’s stats are what you need to know to create the bulk of your scenario, we have premade scenes OR big finish templates that describe how you would make a scenario and then lots of art and idea for the villain or monster you would plug into it.
[22:18] <+Julian> done
[22:19] <+Beemer> Do you do anything different when playing with groups of adults vs. kids (or kids/adults)? any house-rules?
[22:20] <+Julian> Not so much different rules or house rules. Its just different tone.
[22:20] <+Julian> So for kids I will describe things in a more silly or fantastic way. And…as long as everyone playing seems to buy in… allow solutions that seem more absurd or silly.
[22:21] <+Julian> For adults, I might set a darker, more serious tone (unless we feel like being silly). And I might encourage more reasonable solutions to problems and be more restrictive in what has a chance of actually accomplishing something useful (unless of course we want to be silly.) 🙂
[22:21] <+Angie> ALso, sometimes, how much complexity you layer on. Like, in a group of experienced gamers I’d be more likely to hand out artifacts and power orbs (treasures and the way your character advances) quickly, whereas with younger/newer players it doesn’t seem necessary in most cases
[22:22] <+Julian> For adults I might also pick adventures that have more complex tasks or big finishes that require a bit more ingenuity to solve well. Or where using powers in effective ways is going to be more important.
[22:22] <+DLB_Chuck> How long does it take to play a session?
[22:22] <+Guest46> Can I ask, how does a War of Words big finish go? It sounds like a non combat thing 🙂
[22:23] <+DLB_Chuck> Hi Akyla!
[22:23] <+Akyla> hi
[22:23] <+Angie> It’s more to keep track of when you have two cool unique artifacts equipped and two extra powers (in addition to your starting powers), and more to chose from during the planning step of the turn/what to spend your boosts on/etc. Experienced gamers love that kind of thing. Newer/younger players just want to come up with cool stories using their skills and kit
[22:23] <+Angie> Chuck- About an hour!
[22:23] <+Julian> A play session usually takes about an hour or so. For bigger groups or groups who want to do a lot of investigating or talking it can take up to 2 hours.
[22:24] <+DLB_Chuck> That’s awesome!
[22:24] <+Angie> With a full set of 6 players on a first adventure it might take closer to 2, depending on how experienced the storyteller is
[22:24] <+DLB_Chuck> I think time is one of the biggest obstacles these days in the hobby. Everybody has so much to do, it’s hard to make time for those marathon game sessions sometimes
[22:24] <~Dan> Howdy, Akyla
[22:24] <+Angie> Guest46: War of Words!
[22:25] <+Julian> A war of words is premised on the idea that whatever challenge you are facing, it cannot be solved with violence. Instead you must use words or do impressive things to gain advantage. It turns the disaster track upside down and attaches it to the bottom of the progress track to make one big track.
[22:25] <+Julian> As you do things to gain advantage in the negotion, it drives progress up. As the enemy makes counterpoints, it drives it down. At a certain point, the negotiation is over. If the tracker is up in progress…you won. If its down in disaster, you lost.
[22:26] <+Angie> A War of Words is a specific kind of template in which the goal is to have the marker on your side of the track when the challenge ends (wither through time or set conditions). Actions will move it up into the progress or down into the disaster section
[22:26] <+Guest46> I like it!
[22:27] <+Julian> Often, it realies heavily on secret actions that the opponent will find more desirable (and therefore drive progress up) and actions that will repel and infuriate the opponent (driving progress down). And the challenge is to figure out what kind of action are actually beneficial and use them effectively.
[22:27] <+Guest46> does the storyteller make up the counterpoints?
[22:27] <~Dan> In the time remaining, is there anything we haven’t discussed that you’d like to bring up?
[22:28] <+Julian> So like all Big Finishes it has an action grid that determines what the effects of the enemy actions are. But as with all enemy actions, those are sort of the template and the Storyteller can embellish specfically what the opponent says or does as a result.
[22:28] <+Julian> Hmmm…
[22:28] <+GameSaluteBrenna> One thing that I don’t think has been brought up is that in the Treasury Edition blank cards are included, so there are a lot of opportunities to create your own adventures or take a more sandbox approach
[22:29] <+Angie> There are also “Reveals” in all of the Journey and Big Finish Scene Keys, and those will often have information about what those actions might be (and are revealed through certain types of skill checks or actions)
[22:29] <+GameSaluteBrenna> That said, it would take you a VERY long time to exhaust all the written adventures! 🙂
[22:29] <+Julian> I’d like to mention that our game rules also lay down 2 different ways to run a game. So our adventure planners are 8 pages long. Every adventure is summed up in 8 pages. But 2 of those pages are the adventure map. Its a summary of all the basic details you need for the game in one 2 page spread. You can play a whole session off of that, if you are player
[22:29] <+Julian> who likes to wing it a bit.
[22:30] <+Angie> True, there are templates for the blank cards on the Game Salute website too, as well as Adventure Planners in both the Treasury and the Call to Adventure sets, which are used to make your own adventures
[22:30] <+Julian> however, there is also a 2 page spread that details each of the 3 scenes in the game and gives a lot more specifics and guidance…if your a storyteller who wants things laid out for them more. And we give tips for playing both ways, which I think is kinda fun. 🙂
[22:31] <+Angie> The game is SO visual is very difficult to really explain a lot of this without showing it! 🙂
[22:32] <+Julian> Also, If your looking for more info, i think there might still be links to our very lengthy “how to play” live stream on the facebook site. As well as our unboxing of the treasurey edition and explaining everything in it
[22:32] <+GameSaluteBrenna> Speaking of visuals may be some good time to plug some links 🙂 You can check out the Treasury Edition here: (Link: https://www.gamesalute.com/stormhollow)https://www.gamesalute.com/stormhollow
[22:32] <+Angie> yes, we did a very in depth how to play video 🙂
[22:33] <+GameSaluteBrenna> We’re on Facebook at (Link: https://www.facebook.com/GameSalute/)https://www.facebook.com/GameSalute/ and (Link: https://www.facebook.com/StormHollowGame/)https://www.facebook.com/StormHollowGame/
[22:33] <+GameSaluteBrenna> And of course the new Kickstarter here: (Link: https://www.kickstarter.com/projects/gamesalute/storm-hollow-call-to-adventure)https://www.kickstarter.com/projects/gamesalute/storm-hollow-call-to-adventure
[22:33] <~Dan> Thanks very much for joining us, folks!
[22:33] <+Julian> Thanks so much for having us! It was a lot of fun. 🙂
[22:33] <+DLB_Chuck> Nice idea to do the video
[22:34] <+GameSaluteBrenna> Thank you all so much! And if you have any additional questions, please feel free to contact us through our website above or Facebook
[22:34] <~Dan> Those interested in supporting my Q&A series can do so here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[22:34] <+DLB_Chuck> Just a quick plug for my RPG Kickstarter for Don’t Look Back: Terror is Never Far Behind (Link: http://kck.st/2ymdijl)http://kck.st/2ymdijl
[22:35] <~Dan> I hope you guys have enjoyed your visit and will hang out with us in the future. 🙂
[22:35] <+GameSaluteBrenna> Absolutely! Thanks for having us, Dan
[22:35] <+Julian> Would be happy to. 🙂
[22:36] <+Angie> Thanks for having us!
[22:36] <~Dan> If you’ll give me just a moment, I’ll get the log posted and link you. 🙂