[19:31] <+Patrick> Alright, I’d first like to thank Dan for having me on, it’s such a privilege to be able to present Cyneric’s Call. My name is Patrick Flynn, I’m a 20-something from Louisiana that currently resides in Virginia. My product is, of course, the Tabletop RPG Cyneric’s Call. This is my first project and foray into the Tabletop Roleplaying business. Cyneric’s Call >
[19:33] <+Patrick> < is targeted at two types of players: The storytellers, and the non-existent. For the former, Cyneric’s call provides a streamlined rules system to allow faster-paced combat and therefore, greater emphasis on the narrative rather than the grind. For the latter and probably primary target, Cyneric’s Call is to give curious newcomers a starting point in >
[19:34] <+Patrick> < Tabletop Roleplaying that they can feel comfortable with, an opportunity to learn the “rhythm” of gameplay before potentially moving on to more complex systems. The Tabletop RPG market is only valued at $45m as of 2016, which is greater than $35m in 2015 and $25m in 2014. The industry, however small, is in the midst of a significant boom period, and >
[19:35] <+Patrick> < my product can help extend that and put more people at tables, interacting with one another and using both imagination and critical thinking to have adventures. (Done)
[19:36] <~Dan> Thanks, Patrick! The floor is open to questions!
[19:36] <~Dan> What is the meaning of the game’s name?
[19:39] <+Patrick> The name of the game is steeped in its lore; Cyneric is a legendary Human ruler who defeated a High Elvish army in a legendary war to wrest control of the continent from them. While “Cyneric’s Call” has meaning story-wise, it could also be perceived as the “call” of players to the game.
[19:39] <~Dan> Is there a character sheet available for us to peruse?
[19:40] <+Patrick> The character sheet is still a work in progress, but I can say it will be “clean” and streamlined for effective organization of data.
[19:41] <~Dan> I ask mainly to help facilitate discussion of the system. Even a character sheet in progress would help. 🙂
[19:43] <+Patrick> Well, while I really don’t have something to share along those lines, I can say that I will also be releasing a “cheat sheet” of sorts for the rules to keep everything outlined and fresh in player’s minds.
[19:43] <~Dan> Gotcha. No worries.
[19:44] <~Dan> Can you describe the game’s core mechanic?
[19:46] <+Patrick> So, Call uses an entirely original system centered around the D12 dice, and -only- the D12 dice. I went back to the drawing board resolute to escape the conventional D20 systems of today, that sometimes feel like they have rules just for the sake of having rules. In combat, the core mechanic is the removal of a tactical grid and implementation of relative >
[19:48] <+Patrick> < distance Melee, Short Range, and Long Range. In character advancement, purchasing Skills and Abilities have been removed with uniform advancement per level. There are five attributes that correspond to sixteen skills, and every class has a pool of Abilities rather than trees to create the character they want to play in the order they please.
[19:50] <~Dan> So this is a class/level system?
[19:51] <+Patrick> Correct, levels are reached by cumulative thresholds reached by earning experience points.
[19:52] <~Dan> What made you decide to go with a class/level format?
[19:54] <+Patrick> Well for one, it’s traditional. I like and appreciate the sense of accomplishment and bookmarks of success reaching a new level provides and the benefits each one unlocks. It also helps clarify roughly how dangerous the Player Characters are. The NPC adversaries will also receive levels.
[19:55] <~Dan> Is the system attribute + skill + 1d12 vs. target number?
[19:56] <~Dan> (brb)
[19:58] <+Patrick> Sort of; in Combat, an attack lands if a difficulty check is hit relative to distance and (usually) not Skill, because it’s absolutely ridiculous when you’re at point blank range trying to hit a dragon with a warhammer… and somehow miss. However, characters that have either a shield equipped or Skill levels in Block can parry the attack just as easily. >
[19:58] <+Patrick> < Outside of combat, it is indeed Proficiency checks as calculated by adding Attributes with Skill level.
[20:02] <~Dan> (back, sorry)
[20:03] <+Patrick> No problem. 🙂
[20:03] <~Dan> How is damage determined?
[20:06] <+Patrick> Great question; Total Damage is Excess plus Weapon Damage plus Proficiency, minus Armor rating. So, for example, if an Attack Check of 4 is needed to hit an opponent and you roll a 7, you add the excess of 3 (7-4) with a weapon’s inherent damage rating, let’s say 4, plus your proficiency, let’s say 5, minus the >
[20:06] <+Patrick> < target’s Armor Rating of 2, for 10 damage.
[20:07] <~Dan> That’s good. I always prefer degree of success to affect damage.
[20:08] <+Patrick> Absolutely, it keeps combat dynamic and exciting.
[20:08] <~Dan> You mentioned the attributes earlier. What attributes does the game feature?
[20:10] <+Patrick> Strength, Agility, Endurance, Intelligence, and Charisma. Melee attacks are tied to Strength, ranged to Agility, hit points to Endurance, and Mana Points to Intelligence.
[20:12] <~Dan> In tying melee attacks to Strength, it would seem that your system would fall prey to the Ninjasaurus Effect.
[20:12] <+Patrick> I don’t think I’m familiar with that term lol.
[20:14] <~Dan> Well, it refers to the fact that if you make Strength the determining factor in melee combat, the result is that big, clumsy, stompy monsters suddenly become master martial artists.
[20:17] <+Patrick> Ah okay, well I don’t think I’ll have that problem; the Block mechanic is a major deterrent, for one, and Abilities will be pivotal in combat.
[20:17] * ~Dan nods
[20:17] <~Dan> What sort of magic does the game feature?
[20:19] <+Patrick> Magic is significantly toned down from what some might expect from a WotC or Paizo product. Unlike Abilities which may be used for free once per battle, spells can be cast so long as the caster has enough Mana Points left. While Abilities are strictly for use in combat, the majority of spells are actually for use outside of battles.
[20:19] <~Dan> (Howdy, crypto!)
[20:20] <+crypto> (Hey, Dan, hope you’re feeling better.)
[20:20] <~Dan> (Thanks! Doing okay aside from a general loss of appetite.)
[20:22] <+crypto> (That’s good to hear)
[20:22] <~Dan> Do spells require rolls to cast?
[20:23] <+Patrick> No. The only rolls for a spell pertain to their use in combat, as relative to distance.
[20:24] <~Dan> How many kinds of magic are there?
[20:26] <+Patrick> As a Caster is a class in and of itself, there’s only one defined in the Core Rulebook; however, Spells can be earned in lieu of Abilities by characters of other classes if they are “Spellborn”, that is, created with the essence that makes some inherently capable of using mana.
[20:28] <~Dan> How powerful is magic on the high end?
[20:29] <+Patrick> In combat, capable of smiting notably weaker opponents with single shots. Outside of combat, capable of extraordinary feats, such as moving large objects, underwater breathing for extended periods of time, etc.
[20:30] * ~Dan nods
[20:30] <~Dan> What are some examples of Abilities?
[20:31] <~Dan> (Howdy, Canageek!)
[20:33] <+Patrick> Well let’s see… to randomly pick a few, Desperation doubles the damage of an attack if the user is at under half HP, Halt causes a being of equal or lesser level to lose their next turn, Pickpocket I allows a Stealth Check to steal a target’s unequipped weapon, and Speed Strike allows an attack immediately before a target’s attack.
[20:34] * ~Dan nods
[20:35] <~Dan> What is the in-game rationale for the 1-per-combat limit?
[20:35] <~Dan> (Assuming there is one.)
[20:35] <+Patrick> You mean a lore explanation, or why I
[20:35] <+Patrick> I’ve set the limit?*
[20:36] <~Dan> A lore explanation, if I get your meaning.
[20:37] <+Patrick> There isn’t one. The limit is obviously to prevent them from becoming over-prevalent in combat and be the pivotal, tactical strikes to turn the tide against an enemy.
[20:37] * ~Dan nods
[20:38] <~Dan> What races are available to play?
[20:38] <+Patrick> In the Core Rulebook, Dark Elves, Drakken, Dwarves, Humans, Orcs, and Wood Elves.
[20:39] <~Dan> Did you mention High Elves earlier?
[20:41] <+Patrick> I did, and their erasure from Cyndra is something explained in the Setting chapter. In short, some became Dark Elves while most became Wood Elves.
[20:41] <~Dan> Ah, I see.
[20:41] <~Dan> What are your Elves like?
[20:41] <+Patrick> Mechanically or lorewise?
[20:42] <~Dan> Lorewise.
[20:46] <+Patrick> Generally speaking, the Dark Elves are very self-certain. Their social and religious values place no value on restraint, however, their malevolence isn’t really any of any greater portion of their race than the others. In contrast, Wood Elves are exceptionally reclusive. Uninvited visitors to their homeland, The Green Refuge, are executed.
[20:47] <~Dan> What are your Dwarves like?
[20:49] <+Patrick> The Dwarves are probably a little more cunning and considerate than how they’re depicted in places. The Dwarves of The High Keeps in particular enjoy their safe, lofty cities and mighty armies as means to play political intermediaries and at times, enforcers.
[20:51] <~Dan> What are the Drakken? Dragon people?
[20:52] <+Patrick> The Drakken are indeed sapient reptilians that hail from a particularly blighted region of the continent called Drakkenmarch. They’re recent embarked on a conquest that’s earned them swathes of the map to their south, and the Emperor would very much like to find a way to invade The Green Refuge.
[20:53] <~Dan> How common are monsters in the setting?
[20:54] <+Patrick> Adversaries are potentially everywhere. Naturally, one can expect to find monsters in the more secluded places of the world, while beings are perfectly monstrous enough in settlements and more civilized places.
[20:55] <~Dan> Are the monsters more traditional, or are they mostly unique to the setting?
[20:56] <+Patrick> A combination. I don’t think any fantasy setting is complete without a dragon, for instance, but I’ve certainly put effort into creating unique beasts as well.
[20:56] <~Dan> Got any noteworthy examples?
[20:57] <+Patrick> Not at the moment, primarily because I want to get the art in so as to present the full vision and visage of the creatures.
[20:58] <~Dan> Fair enough.
[20:59] <~Dan> Oh, I forgot to ask: What are the classes?
[21:01] <+Patrick> Cleric, Guardian, Healer, Hunter, Sorcerer, Vagabond, and Warrior.
[21:02] <~Dan> Are Guardians akin to paladins?
[21:03] <+Patrick> The Guardian class is defensive, enabling a character to absorb damage and hold a line long enough to dish damage back and outlast an adversary.
[21:05] <~Dan> Ah… And the Vagabond?
[21:05] <+Patrick> The Vagabond is centered around Abilities tied to successful stealth attacks, to knock out an opponent before a fight even really begins.
[21:07] <~Dan> So a thief type?
[21:08] <+Patrick> Sortof, yes.
[21:10] <~Dan> Do you see this book as the start of an entire game line?
[21:11] <+Patrick> As in, the first in a line of supplemental products, or the first game of multiple? Either way, the answer is a definite yes. 🙂
[21:11] <~Dan> Well, I mostly meant the former, but both are good to know. 😉
[21:13] <~Dan> How large is the game’s bestiary?
[21:14] <+Patrick> Well I don’t want to give hard numbers, but it is notably larger now than it was before the first stretch goal was hit, and every beast and being listed will have two sets of stats for easy use both early and late in campaigns.
[21:16] * ~Dan nods
[21:16] <~Dan> Is this setting morally black and white, or is it more morally gray?
[21:19] <+Patrick> I’d say it’s definitely shades of gray, even if the gray is often very light or very dark… however, not only do I plan on making adventure and campaign supplements usable by only a GM and one player, I also intend to write multiple endings to help GM’s flesh out critical decisions and points of divergence in adventures.
[21:21] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:23] <+Patrick> Well the Q&A has been pretty comprehensive, we covered a lot of ground. I want to thank anyone in here who may have backed the project (two people backed over the course of the Q&A after an otherwise flat day), and for those of you interest but not quite willing to “pull the lever”, keep a close eye on the project. With clear rules and professional >
[21:25] <+Patrick> < presentation in full color, Cyneric’s Call can and will put butts in seats at tables and grow the market. The Kickstarter has been exhilarating and it’s only halfway finished. I look forward to being able to produce material to entertain all of you in the future.
[21:27] <+Catseye> yes, it looks like you already hit your goal
[21:28] <+Patrick> I did yes, I hit it on day nine.
[21:29] <~Dan> Very cool! Congrats on that!
[21:29] <~Dan> Quick note: Those wanting to back my Q&A series can do so here: (Link: https://gmshoe.wordpress.com/qa-schedule/)https://gmshoe.wordpress.com/qa-schedule/
[21:30] <+Patrick> Thanks.
[21:30] <~Dan> Now, if you’ll give me just a minute, I’ll get the log posted and link you, Patrick!
[21:30] <+Patrick> Oh great.