[19:30] <+Steffan> Howdy, my name is Steffan O’Sullivan.
[19:30] <+Steffan> My latest game is the Princess Bride RPG, now on Kickstarter
[19:31] <+Steffan> In the past I’ve written GURPS books, Fudge, and Sherpa.
[19:31] <+Steffan> I’m not sure what else to say, so (done)
[19:31] <~Dan> Thanks, Steffan! The floor is open to questions!
[19:31] <~Dan> (Welcome to #rpgnet, BloodSweatSteel!)
[19:32] <~Dan> So for those who aren’t familiar with the source material, can you give us a high-level overview of what the game is about?
[19:32] <+Steffan> Not familiar with the source material? Inconceivable!
[19:33] <+Steffan> The Princess Bride is both a book and movie set in a fictional country in a vaguely Medieval European time frame.
[19:33] <+FudgeFan> In what ways did you tailor FUDGE to the setting?
[19:33] <~Dan> I know, I know, but you never can tell about some people. 🙂
[19:33] <+Steffan> There are so many inconsistencies in setting and time that you can’t really pin it down.
[19:34] <+Steffan> It’s basically swashbuckling romantic comedy
[19:34] <~Dan> (Howdy, JamesGillen!)
[19:34] <+Steffan> It’s also one of the most quotable movies ever produced!
[19:35] <+Steffan> Very witty, light-hearted, wonderful characters – a superb movie.
[19:35] <+JamesGillen> mm hmm
[19:35] <+Steffan> Any thing else on the source material?
[19:35] <+Steffan> I mean any other questions? If not, (done)
[19:35] <~Dan> Steffan: Did you catch FudgeFan’s question?
[19:35] <+Ghostgames> I was just thinking about “inconsistencies in setting and time” this afternoon…. The same is true of the Deryni world.
[19:36] <~Dan> (Howdy, RayAtHigherGrounds!)
[19:36] <+RayAtHigherGrounds> (Hey Dan!)
[19:36] <+Steffan> FudgeFan: I customized Fudge to the setting in a few ways:
[19:36] <+Ghostgames> When I was working on The Deryni Adventure Game, we were lamenting that Katherine Kurtz used stretchy rubber roads….
[19:37] <+Steffan> 1. The players are not only characters, they’re also playing the grandkid. Likewise, the GM is the grandparent.
[19:37] <&Silverlion> It’s five miles (why did it take you two weeks to ride there…!”
[19:37] <+Steffan> 2. There is so much emphasis on the native abilities of the individuals that I removed dice from NPCs during combat: only players roll dice (unless playing an advanced rule variant)
[19:37] <&Silverlion> “I followed butterflies.”
[19:38] <+Steffan> 3. I made Professions for character generation: Brute, Agent, Wandering Farmhand, Pirate, Fencer, etc.
[19:38] <+Steffan> 4. Um, other things I can’t remember right now. (done)
[19:39] <~Dan> I’m sure this is also probably Inconceivable!, but for those unfamiliar, can you describe the basics of Fudge?
[19:40] <+Steffan> Dan: Fudge is a very simple system. It’s native simplicity is what I feel makes it ideal for the setting.
[19:40] <+Steffan> It’s a skill-based system with Gifts and Faults.
[19:41] <+Steffan> Players roll four Fudge dice which are basically 4d3-8 but extremely easy to read – no real math involved at all.
[19:41] <+RayAtHigherGrounds> Fudge system, as in Fate (fudge dice) or something different? I apologize if this has been asked.
[19:41] <+Steffan> The result is a bell curve centered on 0, ranging from -4 to +4
[19:42] <+Steffan> The GM has total freedom to wing answers based on the dice results. No rules lookup during play are needed.
[19:42] <+Steffan> It’s ideal for rules-light settings, which I deem Princess Bride to require.
[19:42] <+Steffan> (done)
[19:42] <+RayAtHigherGrounds> I also have an open-ended question about licensing! The Princess Bride is obviously copyrighted material and intellectual property of Reiner and Goldman, I am assuming. In light of that, I’m really curious how you went about getting the rights, what the process was like and kind of agreement was made and with whom.
[19:43] <+Steffan> Ray: The publisher already had gaming rights and has made board and card games for this licensed setting.
[19:43] <+Steffan> They had to request a new license in order to get the rights to do an RPG, but were happy to do so after I ran them through a sample game.
[19:44] <+Steffan> So I never dealt directly with the licensor – Toy Vault handled all that. I can’t give any specifics. (done)
[19:45] <~Dan> Do you include any special rules for fencing?
[19:45] <&Akyla> and does that include revenge fencing and six finger fencing?
[19:45] <+Steffan> Dan: yes, but only in the advanced rules chapter. I felt the primary reader was probably a Princess Bride fan rather than a gamer, so wanted to keep basic combat simple.
[19:45] <+Ghostgames> “Are you kidding? Fencing, fighting, torture, revenge, giants, monsters, chases, escapes, true love, miracles…”
[19:46] <+FreeGamer> Twue wuv.
[19:46] <+Steffan> Akyla: revenge and six-fingers are mentioned, but not dealt with in detail, no.
[19:46] <+BloodSweatSteel> Testing….testing…is this thing on?
[19:46] <~Dan> (Yes, you’re here, BloodSweatSteel. 🙂 )
[19:47] <+Steffan> (done)
[19:47] <+Steffan> There’s not much money in the revenge business.
[19:48] <~Dan> Interesting… So the game is aimed at non-gamers?
[19:48] <+Steffan> Dan: the game is aimed at both non-gamers and gamers. But yes, the PRIMARY target audience is assumed to be first and foremost a Princess Bride fan.
[19:49] * ~Dan nods
[19:49] <+Steffan> I’ve found when writing a book that it’s essential to identify your target audience and always write to them.
[19:49] <~Dan> Of course.
[19:49] <+Steffan> But yes, there’s an advanced combat chapter that should satisfy most gamers.
[19:50] <+Steffan> Newbies are advised to skip that chapter before playing their first time!
[19:50] <~Dan> 🙂
[19:50] <~Dan> What sorts of advanced options do you offer?
[19:50] <+Steffan> Enough to recreate the clifftop duel!
[19:51] <+Steffan> We actually know this because Ann Dupuis did exactly that.
[19:51] <+Steffan> And it’s in the book.
[19:51] <~Dan> Cool. 🙂
[19:52] <+Steffan> One on one combat, one on many, many on one, major players vs minor …
[19:52] <+Steffan> ranged, melee, fencing styles …
[19:52] <+Steffan> In fact, there’s a circle of styles in which they trump one another – just as in the clifftop duel
[19:52] <~Dan> Nice!
[19:52] <+Steffan> Bonetti’s defense – I thought it advisable, given the terrain
[19:53] <+JamesGillen> ha
[19:53] <+Steffan> Oh, and Brutes throwing rocks and wrestling
[19:53] <~Dan> What does being trumped mean in game system terms?
[19:53] <+Steffan> and fighting gangs for charity, that sort of thing.
[19:53] <+xyphoid> So like running a princess bride game has gotta be about tone – the details of the fighting styles and stuff aren’t there for tactical stuff right, it’s about characterisation – so how do you design princess-bridey-y adventures? how does the book encourage that kind of gameplay?
[19:53] <~Dan> (wb, BloodSweatSteel)
[19:53] <~Dan> (brb)
[19:54] <+BloodSweatSteel> Hi there! Did I miss it?
[19:54] <+xyphoid> and following on, what kind of adventure structure do you produce? are you playing baddies and goodies foiling each other and switching sides etc, or are you primarily the Heroes etc?
[19:55] <&Akyla> (still going BloodSweatSteel)
[19:55] <+Steffan> Trumped means that Thibault cancels Capo Fero, unless the enemy has studied Agrippa …
[19:56] <+Steffan> Xyphoid: I encourage the GM to introduce someone from the movie early in the game: The Impressive Clergyman, a speech from the castle by Humperdinck, a chance encounter with Miracle Max, etc.
[19:56] <+Steffan> I find that sets the tone easily.
[19:56] <+Steffan> I then encourage less complicated plots in order to bring out character interaction.
[19:57] <+Steffan> My favorite games I’ve run have been whole parties of Wandering Farmhands, like Westley at the beginning of the movie, setting out to make his fortune. Except players could also be young Buttercups, as if she also set out!
[19:57] <+Steffan> (done)
[19:58] <+Steffan> Xyphoid: You’re playing heroes.
[19:58] <+Steffan> “Heart” is an important attribute.
[19:58] <+xyphoid> do you encourage inter-player conflicts? is vizzini a suitable PC for example, or would your general game be a bunch of players on the same side against the NPCs?
[19:58] <~Dan> ( BloodSweatSteel: Fire away if you have any questions!)
[19:59] <+Steffan> In movie terms, Inigo, Fezzik, Westley, Buttercup all have Great Heart. Humperdinck and Rugen do not!
[19:59] <+Ghostgames> Writing the “Chatty Duelist” section, round by round, for The Princess Bride RPG was both fun! I used that to playtest the advanced combat rules… while watching video of the (less-than-5-minute) scene over and over and over again…. and finding that I was enjoying just as much the 50th time I watched it as the first. 🙂
[19:59] <+Steffan> So Heart is rated on the Fudge scale from Terrible to Superb, and it’s vaguely like alignment in games that have it.
[20:00] <+Steffan> So you *could* play anti-heroes, but suffer issues from a low Heart attribute. But if that’s your choice, go for it.
[20:00] <~Dan> What is Heart used for?
[20:01] <+Steffan> Heart is will power, courage, romance. Note that the two characters I mentioned with low Heart attributes, Humperdinck and Count Rugen, are arrant cowards in the movie.
[20:01] <+Steffan> You can take a Gift to offset the low Heart attribute, being a “brave bad man” (as the Royalists called Cromwell)
[20:02] <+Steffan> (done)
[20:02] <~Dan> Interesting… So in game terms, bad guys are cowardly by default?
[20:03] <+Steffan> Unless they take an offsetting Gift, yes.
[20:03] * ~Dan nods
[20:03] <+Steffan> So the leader of a bandit gang probably has such a gift, but his individual bandits may or may not – that’s a GM decision.
[20:03] <~Dan> Seems thematic.
[20:04] <+Steffan> I tried very hard to match the tone of the movie and book. I can’t even count how many times I’ve watched and read them!
[20:04] <~Dan> IIRC, nobody wears armor in the movie. Is there an incentive for PCs not to do so in the game?
[20:05] <+Steffan> I didn’t even want armor in the book, but my editor demanded it! It’s really counter to the genre.
[20:05] <+Steffan> I did write a two-sentence rule to cover it, but simply said it really doesn’t fit the theme.
[20:05] <+Steffan> If you remember the scene in the castle corridor where Inigo fights four guards.
[20:05] <+Ghostgames> I can attest to Steffan’s success in matching the tone of movie and book. 🙂 (I’m the editor.) I found myself smiling a lot as I was reading the draft, whether it was the first draft or the final draft….
[20:06] <+Steffan> They actually wear armor. But he dispatches four armored guards in five seconds!
[20:06] <+Steffan> So armor really means nothing in the setting.
[20:07] <+Steffan> (It was actually the other editor who insisted armor should be mentioned.)
[20:07] <+Steffan> (done)
[20:07] <~Dan> You mentioned ranged combat earlier, but that doesn’t seem to be a thing in the movie either. What forms does it take in the game?
[20:07] <+Steffan> Brutes throw rocks! They don’t have to miss.
[20:07] <+Steffan> Guards carry crossbows.
[20:08] <+Steffan> True, you never see a crossbow fired, but they’re there.
[20:08] <+xyphoid> got anything in there mechanically for true love and relationships between PCs?
[20:08] <+Steffan> So I had to have rules for them.
[20:08] <+Steffan> Rugen threw a dagger
[20:08] <+Steffan> Xyphoid
[20:08] <+Steffan> Not much mechanically, but lots of advice.
[20:09] <+Steffan> Oh, and some random tables.
[20:09] <~Dan> Love tables? 🙂
[20:10] <+FreeGamer> Can your character have true love with another PC?
[20:10] <+Steffan> Yes, to help GMs who may be deficient in that category! Some suggestions on troubles to inflict on lovers
[20:11] <+Steffan> FreeGamer: yes, that’s covered, with a caveat that it can lead to real-world complications. We’ve all seen it …
[20:11] <~Dan> Indeed.
[20:11] <+FreeGamer> Haha. I haven’t, but I can imagine. I’ve been lucky in that regard.
[20:11] <+xyphoid> dang, no ‘if you have True Love you cannot die’ rules?
[20:12] <+xyphoid> that was my fave bit of SBK
[20:12] <+Steffan> Well, yes, there are Mostly Dead rules
[20:12] <~Dan> SBK?
[20:12] <+Steffan> You can even be a PC Miracle Worker
[20:12] <+xyphoid> (spellbound kingdoms)
[20:12] <~Dan> (Ah.)
[20:13] <+xyphoid> (i have to compare any princess bride game against that as it’s current best of breed haha)
[20:13] <+xyphoid> so what can miracles do?
[20:13] <~Dan> What sorts of things can a Miracle Worker accomplish (besides reviving the Mostly Dead)?
[20:13] <+Steffan> Miracles: mostly health stuff, but I’ve extended it a bit
[20:14] <+Steffan> Logically, a miracle worker would make money from healing, love potions, crop enhancement, that sort of thing
[20:14] <+Steffan> Almost medieval hedge witch type of stuff
[20:15] <+Steffan> Nothing flashy like fire magic, though.
[20:15] <+Steffan> They shmooze well, though!
[20:15] * ~Dan chuckles
[20:16] <~Dan> Are Miracle Workers the only magic users in the game?
[20:16] <+Steffan> They are. I also threw in some “inventing” rules for them to expand their role, since miracle working isn’t flashy.
[20:16] * ~Dan nods
[20:18] <~Dan> Do you include monsters in the rulebook?
[20:18] <+Steffan> Nothing outrageously big. ROUS’s of course. And some suggestions for other Creatures of Unusual Size. And some dangerous plants
[20:19] <+Steffan> From the book, some of the creatures in the Zoo of Death – that scene was totally omitted from the movie.
[20:19] <~Dan> Can you give some examples?
[20:20] <+Steffan> Hmmm – memory failing here. Been a while since I’ve looked at that chapter. Death bats, maybe? Some snakes, and something horrendous in the water – I forget what.
[20:21] * ~Dan nods
[20:22] <~Dan> Is there anything in the rules to encourage witty dialogue?
[20:23] <+Steffan> I think there’s a combat bonus for witty dialog. Although I’m not sure that survived the editing process. Oh, and they can earn Grandpa Wait points through entertaining the others at the table.
[20:23] <~Dan> What are Grandpa Wait points?
[20:24] <~Dan> (Howdy, Lolth!)
[20:24] <+Steffan> Well … the players are not only their characters in the story, they’re also playing the grandkid in the movie. And the GM the grandparent.
[20:24] <+Steffan> If you remember the movie, there’s a point where the grandfather says that Westley is dead and the grandson says, “Grandpa wait. What do you mean dead? Westley can’t die.”
[20:26] <+Steffan> So a Grandpa Wait point is something a player can spend to “fix” a scene that didn’t go well. “What do you mean my character died?” (shoves a Grandpa Wait token to the GM) “Don’t be so hasty,” says the GM, taking the token. You didn’t let me finish. I meant he *would* be dead if hadn’t been wearing a medallion that stopped the blade!
[20:26] <+Ghostgames> Some “animals to avoid” in the “People to Meet, Places to Visit, Animals to Avoid” chapter: Shrieking Eels, Sucking Squid, Tangle Trees…. and more. 🙂
[20:26] <+Steffan> Oh yes, the sucking squid – thanks!
[20:28] <~Dan> So all of the players are collectively playing the grandson?
[20:28] <+Steffan> You could think of it that way – or as a room full of individual grandchildren!
[20:29] <~Dan> 🙂
[20:30] <~Dan> Can the players play the characters from the movie?
[20:31] <+Steffan> They can. It’s not the primary focus, but we’ve provide the basic character skills, gifts, and faults so they could. They could expand them a bit if need be – some are pretty limited in what is shown in the movie.
[20:33] <~Dan> Does the book include a sample adventure?
[20:34] <+Steffan> A few. Maybe four or five fleshed out ones? Plus a whole slew of “adventure seeds” to get your juices flowing. One of the adventures is a comedy of errors. Another is how to introduce romance into the game gently. The others are just to get you into the setting in general.
[20:37] <~Dan> Nice! I’m of the opinion that intro adventures are a big deal.
[20:37] <~Dan> They show you what the game is supposed to look like in practice.
[20:37] <+Steffan> Yes, I think they’re essential myself.
[20:37] <+Steffan> I had done this with GURPS Bunnies & Burrows, too, given that the genre was so strange to most gamers.
[20:38] <~Dan> Indeed. Good example.
[20:38] <~Dan> (Howdy, Le_Squide!)
[20:40] <~Dan> You touched on this a bit, but how does basic combat work?
[20:40] <+FreeGamer> I read A Comedy of Errors in HS and was pretty much the only one not confused. That sounds like a fun scenario.
[20:41] <+Steffan> Dan: PCs generally have combat skills. NPCs do, too, but they don’t roll. Instead, the NPC skill is the target level the PC is aiming to exceed. If they get better, they do damage. If they roll lower, they take damage. On ties, both parties are undamaged but take a little fatigue to prevent endless combat.
[20:42] <+Steffan> Only 9% of the movie is actually combat, BTW, so I did want to discourage endless combat sequences!
[20:42] <~Dan> How does damage work?
[20:42] <+Steffan> That’s the basic rules. The advanced go into a lot more detail and options.
[20:42] <~Dan> (Howdy, Doctor!)
[20:42] <+Doctor> (looks like I missed a bit!)
[20:43] <+Steffan> Standard Fudge damage wound track: Scratched, Hurt, Very Hurt, Incapacitated, Near Death and Mostly Dead. (All right ,that last one isn’t quite standard Fudge!)
[20:43] <~Dan> Ha! 🙂
[20:44] <~Dan> Are Brutes superhumanly strong?
[20:45] <+Steffan> Only Fezzik. PC Brutes are superbly strong, which is just short of superhuman
[20:45] <~Dan> Is Fezzik a literal giant in game setting terms?
[20:46] <+Steffan> Just as he is in the movie!
[20:46] <~Dan> Really? I’d forgotten that… He was literally a giant?
[20:47] <+Steffan> Well, the actor’s name was … Andre the Giant!
[20:47] <+Doctor> I think we’re all pretty familiar with the general archetypes from the movie. What does the game bring to the table as far as new/unexpected character options?
[20:47] <~Dan> Well, I know that. ;p
[20:48] <+Steffan> Doctor: I added a large number of vaguely medieval professions that players can take beyond the six movie archetypes. Smugglers, highwaymen, couriers, peddlers …
[20:48] <+Ghostgames> “Vizzini: You were supposed to be this colossus! You were this great, legendary thing! And yet he gains! / Fezzik: Well, I’m carrying three people. And he’s got only himself.”
[20:49] <+Doctor> And now the 7th Sea question: Can I be passable at combat without maxing out whatever duelist/swordsman system you use?
[20:50] <+Doctor> The movie didn’t have much by way of gradation between Best in the world, second best in the world, and mook
[20:50] <+Steffan> Doctor: yes, of course. This is Fudge.
[20:50] <+Mitch_W> Is combat very detailed or just a sub system that interrupts the real action of roleplaying 8^)
[20:51] <+Steffan> Mitch: Basic combat is pretty simple, as befits a game aimed at fans of the movie who may or may not already be gamers. There is an advanced chapter that’ll interrupt your game all night if you let it. Me, I don’t.
[20:52] <+Doctor> I’ve never played Fudge (which I know as a game dev is a crime); can you indulge me with why “this is fudge” is a satisfactory answer? I believe you, I just want to know more 🙂
[20:52] <~Dan> (I was wondering if you were going to ask anything, Mitch_W. 🙂 )
[20:52] <+Mitch_W> Is there a dedicated social combat mechanic or is that left up to role playing?
[20:53] <+Steffan> Doctor: You can be, literally, Superb at combat, or Great at Combat, or Good at Combat, or Fair at Combat, or Mediocre at Combat, or Poor at Combat, or Terrible at Combat. You’ll be facing opponents in the same spectrum. So your party may have the Superb fighter face off against a Superb NPC, but the Good fighters can have his back against lesser NPCs.
[20:54] <+Doctor> Makes sense
[20:55] <+Steffan> Mitch: There are some social skills that can be used in social interactions. These can be stressed or not as the GM wishes.
[20:55] <+Steffan> Some GMs prefer the players to fill in the PCs’ social skills. Others realize that a player may want to play a character more skilled than themselves.
[20:55] <+Mitch_W> Do you have a set skill list or is it open for the GM and players to decide what skills to use.
[20:56] <+Knaight> Is this generally more locked down than the 1995 and 2005 editions in terms of which subsystems are in use, or is presenting a bunch of options still the standard?
[20:56] <+Ghostgames> It’s a complete Fudge “Build” customized specifically for The Princess Bride setting. 🙂
[20:57] <+Steffan> Mitch: There are set professions to get newbie players started. These have set professional skills, with options for outside skills by players choice. But of course, there are rules to bypass professions entirely if one desires.
[20:57] <+Steffan> Knaight: It’s largely a specific instance of Fudge. But I gotta be me, and of course there are some options scattered throughout.
[20:58] <+Mitch_W> What about playing the ‘bad’ guys like the Prince? Or the badish guys like the albino?
[20:58] <+Doctor> So, what about the system really makes it ideal for a game that plays like a movie? Are there specific mechanics developed for this game to give it a unique feel?
[20:59] <+Steffan> Mitch: that was covered earlier this evening: the Heart attribute is vaguely like alignment in some games. You want to be a bad guy, take a low Heart attribute. There are penalties (all the baddies in the movie are cowards, for example: terrible Hearts), though Gifts can offset those somewhat.
[21:00] <+Steffan> Doctor: yes, again I typed a lot of that in already, sorry!
[21:02] <+Steffan> Doctor: coming up with something I hadn’t said before. Thinking …
[21:02] <~Dan> While you’re thinking, have there been any other recent Fudge-based games?
[21:03] <+Doctor> No worries, I missed a lot
[21:03] <+Steffan> Doctor: Much of it has to do with the ease in keeping in character. I mean, the main thing that I personally love about the movie is that the characters are memorable, larger than life, and simply fun to play. Even as the same type. So by using what is essentially a simple system that avoids having to look up any rules at all …
[21:04] <+Mitch_W> I know that “Psi-Punk” was within the last year and it is Fudge.
[21:04] <+Steffan> … it allows the players and GM to stay in the characters. This is a light setting: failing a skill roll can be tremendously entertaining.
[21:05] <+Steffan> The word-based system for both skill levels and wound levels allows a story to sound more natural.
[21:06] <+Steffan> You may hear things like, “Let me go – I’m good at stealth” rather than “level 5” or whatever. Or “Help, I’m very hurt!” rather than, “I only have 2 hit points left!”
[21:07] <~Dan> Is this the beginning of a new game line, or is it a one-off?
[21:08] <+Doctor> I can see the appeal for inexperienced gamers, and the “natural language” mechanics. How in depth can it get? You mentioned an advanced combat system?
[21:08] <+Steffan> Dan: that’s a publisher question, sorry. Ann’s husband Paul says I have Terrible Business skills, and he’s correct. To me, I wanted it complete in one book. A publisher naturally wants to see more items. So I don’t know the answer to that, sorry.
[21:09] <~Dan> No worries!
[21:09] <+Knaight> Speaking of advanced systems – is there much in the way of new mechanics that can be taken back into the Fudge general toolkit for other games?
[21:10] <+Steffan> Doctor: Yes, the advanced combat system is pretty in depth. Lots of things like one-on-many combat and vice versa, main characters vs mooks, fencing styles that cancel each other (“unless he’s studied his Agrippa – which I have”), defensive tactics, etc.
[21:11] <+Doctor> I am assuming I can employ Bonetti’s defense…
[21:11] <+Steffan> Knaight: Well, the biggest difference is that Mediocre is now defined as level 0, and Fair is +1, etc. I love that change though it bothers some Fudge old timers. That, and only the player rolls dice in combat except in ambush.
[21:12] <+Steffan> Doctor: Yes, Bonetti’s defence, Capo Fero, etc!
[21:12] <~Dan> Do you have any kind of mechanic for a battle of wits?
[21:13] <+Steffan> Dan: I think I wrote that in. Not sure it survived the editing.
[21:13] <+Steffan> That’s really easy in Fudge, just a basic opposed Wits vs Wits contest.
[21:13] <+Doctor> Okay, and now my softball: What, in your opinion, is the essence of a good swashbuckling game?
[21:13] <+Motulev> I am so saddened that they got those systems wrong in the movie
[21:14] <&Akyla> Is there an ability for essentially macguyvering things, ie when Westley comes up with the random wheelbarrow and cloak thing?
[21:14] <&Akyla> is that the inventing you were mentioning?
[21:15] <+Steffan> Doctor: attitude. Totally attitude. Character traits must support player attitude.
[21:15] <+Doctor> If I want to something with attitude, is there any special mechanic for that?
[21:16] <+Steffan> Akyla: Inventing is definitely part of that. There’s also no system of buying things. Only one thing was ever bought in the movie (a miracle pill). Anything else, if they needed it, they have it. Did you ever notice that Vizzini always has some food, yet no pouch to carry it?
[21:16] <+Steffan> Doctor: it’s in the trait names and descriptions. You don’t bluff people, you “blave” them.
[21:17] <+JamesGillen> To Blave!
[21:17] <+Doctor> of course you do…
[21:17] <+Steffan> You don’t fight lots of opponents with no penalty: you’re experienced at battling gangs for local charities.
[21:18] <+Doctor> Brute Squad Local 559
[21:18] <~Dan> Steffan: In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:18] <+Steffan> And so on. If the skill/gift/fault names and descriptions have attitudes, the players can pick that up.
[21:19] <+Steffan> Dan: just my gratitude for the interest in this project, and my thanks to anyone who has pledged on the kickstarter or shared the link with friends. And that Fudge fans are the best fans in the whole world.
[21:20] <~Dan> Standard reminder: Those wishing to support my Q&As can do so at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:20] <+Doctor> Well, you got at least one backer out of this so 🙂
[21:20] <+Steffan> Doctor: Thanks!
[21:20] <&Akyla> I’m already a backer before this Q&A but if i hadn’t i would be
[21:21] <~Dan> Now, if you’ll give me just a minute, I’ll get the log posted and link you!