[19:36] <+Andre> Hi All! I am Andre Kruppa, author and publisher of the Lucid Dreams Role-playing Engine. “This role-playing game provides a framework for darker, grittier play that is suitable for a variety of periods, from the Stone Age to the near future. Rules are provided for the skill, social conflict, and combat elements, as well as for a variety of resources, from wea
[19:38] <+Andre> from wealth and retainers to agents and military force. Rules for courage, fear, terror, and insanity help with tales ranging from daring action stories to detective noir and especially Lovecraftian / cosmic horror. Mechanics also cover organizations as the bond and force that can help drive many campaigns.”
[19:38] <+Andre> (Link: http://www.drivethrurpg.com/product/223187/Lucid-Dreams-Roleplaying-Engine)http://www.drivethrurpg.com/product/223187/Lucid-Dreams-Roleplaying-Engine
[19:40] <+Andre> So that is the link and basic blurb.
[19:40] <~Dan> Ready for questions?
[19:40] <+Andre> Feel free to shoot me any questions.
[19:40] <~Dan> Thanks, Andre! The floor is open to questions!
[19:41] <~Dan> I gather that this is a setting-free rulebook?
[19:41] <+Andre> Yes, it is a cores system for use with any period.
[19:41] <+LaggingDice> How crunchy are the rules? What’s the basic game mechanic?
[19:42] <+Andre> I run a lot of wierd tale and cosmic horro style games with it.
[19:43] <+Andre> The core mechanic is a die pool of 2d10s that increases at Expert, Master, Past-Mast Rating.
[19:45] <+Andre> Die Pools are used for rolls based on attributes such as Skills, Statistics, Experience, Resources, Luck, and a few others. “Ten-sided die” is abbreviated “d10,” and the number of dice to roll is noted in front of the “d”; for example, “roll 4d10” means “roll four tensided dice.” A minimum of 2d10 and a maximum of 5d10 are rolled for each Test.
[19:45] <+Andre> A single die is taken from the result and added to the attribute’s Level (also called its Rating) along with any modifi ers. The number of dice rolled is determined by the Rating of whatever is being rolled for. With a Rating of 2 or less, 2d10 are rolled, and the lower result must be taken.
[19:46] <+Andre> With a Rating of 3 or more, 2d10 are rolled, and the higher result may be taken. Occasionally, a situation may arise in which the player or GM does not wish to take the highest result; in such a case, they may elect to take a lower result. An additional die is added to the Die Pool for every three points of Rating above 3, to a maximum of 5d10.
[19:46] <+Andre> For example, a character with a Rating of 6 would roll 3d10 and could take the highest result. A Rating of 9 indicates a roll of 4d10 from which the highest may be taken, and a Rating of 12 permits a roll of 5d10 from which the highest may be taken.
[19:49] <~Dan> So in the latter case, you’d roll 5d10 and add 12 to the highest die?
[19:49] <+Andre> That is the core mechanic for the whole game. Success and Failure totals impact the results directly in many cases such as when making an Attack, a Courage Test, or a Shock Test. A few simple rolls determine the results quickly allowing the game to move on.
[19:49] <+Andre> Yes, if the character making the roll had a 12 in the Skill or Stat or other rating.
[19:50] <~Dan> Do you have a character sheet that we can see?
[19:51] <~Dan> (Howdy, HeartQuintessence!)
[19:51] <+Andre> 12 is supernaturally good and very rare. PCs start play with as many Skills at 3 (Skilled) as they can afford in development and two Skills at 6 (Expert).
[19:52] <+Andre> Here is the support page: (Link: http://www.gamesoapbox.com/downloads-and-support/)http://www.gamesoapbox.com/downloads-and-support/
[19:53] <~Dan> How do the attributes and skills relate?
[19:53] <+Andre> The Quick Cards give a good overview of th die mechanics. The other big piece is the two 9+s or more gets to re-roll so the dice can explode for some pretty spetacular results on occassion. Experts adding a die to the pool re-roll much more.
[19:54] <+Andre> Here is a link directly to the filliable PDF: (Link: http://www.gamesoapbox.com/wp-content/uploads/2017/11/LDRE-Character-Sheet-Fillable-Form-v01.pdf)http://www.gamesoapbox.com/wp-content/uploads/2017/11/LDRE-Character-Sheet-Fillable-Form-v01.pdf
[19:55] <+Andre> All the support materials are also on RPG Now.
[19:55] <+open_sketch> whoa!
[19:55] <+open_sketch> its good to be back
[19:55] <~Dan> (Howdy, open_sketch! Long time no see!)
[19:55] <+open_sketch> (hiii! oops interview ill be quiet)
[19:57] <~Dan> Did you see my last question, Andre?
[19:58] <+Andre> Each Stat has a primary function. Strength adds to Damage in Combat. Agility is Tested for Initiative. Stamina is used for Shock Tests when taking Damage. Courage is used when facing Horror or attempting something foolhardy. Willpower is used to overcome some Insanity effects, adds to Physical Skill Experience Tests.
[19:59] <+Andre> Intelligence is used for Mental and Knowledge Expereince and in solving some puzzles and the like.
[20:00] <~Dan> So attributes don’t add directly to skills?
[20:00] <+Andre> That is correct. We did that too keep the number of calulations to a minimum.
[20:00] <~Dan> (Howdy, crypto!)
[20:01] <+Andre> Hi There!
[20:01] <+crypto> (Hola, Dan!)
[20:01] <+Andre> A number of mechanics were tried before the small die pool system. It seems the allow the fastest play whislt keeping a bit of crunch.
[20:02] * ~Dan nods
[20:02] <+Andre> Most rolls are Skill + Modifier + Selected d10.
[20:03] <+Andre> Tests are either made against a fixed Difficulty or as Opposed Tests.
[20:04] <~Dan> How does combat work?
[20:04] <+Andre> Wealth and other Resouces help keep the game from turning into a book keeping excercise by abstracting “off stage” elements.
[20:07] <+Andre> Ranged Attacks are made by Testing Skill Ratiing + Selected d10 against a fixed Difficulty based on the Range with modifiers for cover, target movement, and so forth. A Close Range Ranged Attack is Difficulty 10.
[20:10] <~Dan> How is damage determined?
[20:10] <+Andre> Melee Combat Attacks are made by testing the Combat Skill Rating + selected d10 against the Defender’s Defense Test which is normally either a Dodge roll or more commonly the defender’s Combat Skill in use. One Defense Test is made per Combat Round. If the Attacker’s Test exceeds the Defender’s Test the attack succeeds.
[20:12] <+Andre> Damage in Melee = (Attack Success Total + Strength + Weapon Damage) – (Armor + Size)
[20:12] <+Andre> Damage in Ranged Combat = (Attack Success Total + Weapon Damage) – (Armor + Size)
[20:14] * ~Dan nods
[20:14] <+Andre> Humans are Size 0 creatures. Size only comes in with smaller or larger creatures. Large creatures are harder to injure and small creatures much easier. A single type of Damage Track handles damaged for all chracters.
[20:16] <+Andre> Rules also cover social interactions for example and Opposed Guile versus Psychology test to tell a convincing lie.
[20:17] * ~Dan nods
[20:18] <~Dan> What sorts of rules for powers do you include?
[20:24] <+Andre> Characters can take Gifts and Faults. Faults are character flaws that add points for Stats, Skills, or Resouces when building the character. Gifts are bonuses like Lucky, or Quick Draw, or a Knack with a Skill that givea an Expereince Test bonus.
[20:26] <+Andre> Magical powers and strange lore are intended to be setting specific for the most part. Skill provisions exist for esoteric lore and Organizations often have skill training for these kinds of things as Restricted Skills avaiable for higher ranked members.
[20:29] <~Dan> So the GM needs to create powers on his own?
[20:32] <+Andre> Basically. Most wierd tales feature learned knowledge a key to a specific problem. Like a speaking the True Name of a Fairy to compell it for example.
[20:33] <~Dan> So you don’t have any wizards by default, for example?
[20:33] <+Andre> The game doesn’t feature active PC magic per se at present, although I do have some stuff on the back of the stove.
[20:34] <~Dan> What sorts of advanced technology do you cover?
[20:36] <+Andre> It is a game largely for historical fantasy and darker fantasy mostly where the protagonists heroically face off against strange antagonists of the GM’s devising.
[20:38] <+Andre> I cover a variety of existing tech from a plethora of weapons and armor to heavy weapons and explosives. Disease, poison, war gasses, falling damage, and a bestiary of most commonly encountered animals is included.
[20:38] <+Andre> Rules also exist for Resources to be used by Characters and Organizations.. All games are expected to have Wealth, Social Class, Contacts, Fame, Glory, and Ransom. Optional resources include Agents, Equipment, Followers, Influence, Informers, Military, Safe House, Spies, and Spycraft.
[20:40] <~Dan> Ransom?
[20:43] <+Andre> One of the Resources that can be chosen for a character. Ramsom is often used in periods or cultures where nobles and the wealthy can expect to be held prisoner rather than slain outright. A Ransom Test determines if the Ransom is paid successfully.
[20:44] <~Dan> Ah, I see.
[20:44] <~Dan> (Howdy, KJ!)
[20:44] <+Andre> All characters have a Wealth and Social Class rating, but not all will have other Resources.
[20:44] <+Andre> Hi KJ.
[20:45] <+Andre> Skill Test Rules cover Teamwork, Assistance, Extended Tasks, Enabling Tests, Augmented Tests, and a Conflict Task can be used for an going situation like an election or trial.
[20:45] <~Dan> You mentioned having a bestiary of common animals. Do you include monsters as well?
[20:48] <+Andre> I include a few common examples of like Werewolves and Zombies. The bestiary largely focuses on the animal most commonly encountered by humanity either as working animals or in the wild. So varous types of horses, camels, elephants, lions, snakes, bats, and so forth.
[20:50] <~Dan> Do you have any guidelines for creating monsters?
[20:50] <+Andre> The objective is a core framework and the examples should make creating beasties fairly straightforward when creating unique challenges.
[20:50] <~Dan> (Howdy, AlooWalking!)
[20:50] <+Andre> I discuss that in the bestiary and a bit in the GMing section.
[20:51] <+AlooWalking> (Hello!)
[20:51] <~Dan> (Wow! LaggingDice, open_sketch, AlooWalking… Lots of folks returning this evening!)
[20:53] <+Andre> Experience in the game is a bit different as well. Characters collect Experience Checkmarks through successful skill use and training and gamble against an Experience Difficulty to go up a Level in the Skill. Succeed or Fail the Experience Checkmarks are erased.
[20:53] <+Andre> Hi all!
[20:54] <+Andre> That is the Experience Checmarks are expended when the Test is made.
[20:54] * ~Dan nods
[20:55] <~Dan> Is this the beginning of a game line?
[20:55] <+Andre> Oh….. I hope so! 🙂
[20:56] <~Dan> How do you see it developing?
[20:57] <+Andre> I plan a 10th century Saxon setting to be released and then most likely I will begin work on a magic system for more fantastic magic.
[20:57] <~Dan> So we can expect some gratuitous Saxon violence?
[20:58] <+Andre> The whole system is a simplified version of a FAR too cruchy for me these days antecedent.
[20:58] <+Andre> There will be violence!
[20:58] <+JamesGillen> thumbup
[20:59] <+Andre> The dark ages setting has already been worked on a bit for a convention scenario I ran a few years ago called Homecoming which is very much inspired by Howard.
[21:00] <+Andre> Dark days, vikings, strange cults, and wierd beings threatening the legacy of Edward and Aethelflead!
[21:01] <+JamesGillen> mm
[21:04] <~Dan> How deadly is the system?
[21:07] <+Andre> It is fairly brutal and is is very easy to suffer Stun or worse results. A single Check Test when injured takes care of this. The system is intended to provide quick, sharp, brutal, fights that rewards good tactics.
[21:08] <~Dan> Are there any kinds of “hero points” or the like?
[21:10] <+Andre> Characters have a bit of luck to spend in game. It is 3 points unless they have the Lucky gift. It is enough to get an edge with a close roll once or maybe twice.
[21:11] <~Dan> How does luck work?
[21:11] <+Andre> Luck can also be used as a Stat at times too though so it needed to be marshalled.
[21:11] <+Andre> Up to 3 points of Luck may be spent to modify a Test after the Die Pool has been cast and a Test result taken. The Test total is modifi ed by +1 or -1 per Luck point spent, as desired. Luck may not be applied to Experience, Luck, Resource Improvement, or Resource Confl ict Tests . No more than 3 Luck points may be spent at a time.
[21:12] <+Andre> Luck may also be used once per scenario to call for a Lucky Break, which costs 3 Luck points. A player who uses a Lucky Break may re-roll a Test and ignore the original roll. Luck points spent are temporarily lost and return only at the start of a new scenario.
[21:13] <+Andre> In addition, a Luck Test may be made against a Diffi culty assigned by the GM to determine random elements not otherwise covered by the rules. (Is there an object nearby that could be used as an improvised weapon? Make a Luck Test to fi nd out!)
[21:14] <+Andre> Another rules feature is Organizations that can provide a base for PCs with Resources, Training, Equipment, and Facilities as well as a logical way to replace the PCs that die along the way. Organizations are sometimes a branch of a parent group or service and sometimes not.
[21:14] <+Andre> An organization could be a private detective agency, a unit of an intelligence agency, a feudal estate, or an esoteric order as just a few examples.
[21:16] <~Dan> Cool!
[21:17] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:18] <+AlooWalking> Can I back up a bit and ask about what “good tactics” in combat means? Is it grid-based? Are there tricky movements heroes can do to flank and such?
[21:18] <+Andre> I try to provide the tools to create whatever is needed in a simple fashion. I think one idea is to provide a framework with a good base for the GM to work with without falling into the “rule for everything trap”.
[21:19] <+Andre> Oh….. Good tactis is ambush and surprise.
[21:19] <+Andre> Rules do cover weapon leangth in melee in a simple fashion and that sort of thing.
[21:20] <+Andre> The idea is that PCs shouls try and fight when they have the adavantage and if they just rush into things without prep they are likely to suffer.
[21:21] <+AlooWalking> Thanks. It’s always better to get the drop the be dropped on.
[21:21] <+Andre> The game can be played easily with miniatures or without. I tend to use minis with early period games and not with a lot of straight horror.
[21:23] <~Dan> Reminder to readers: Tips are greatly appreciated at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ ! 🙂
[21:23] <+Andre> I should mention the ruleds include Horror and Fear Tests made with Courage when facing truly scary things from Dragons to Terrors from Beyond.
[21:23] <~Dan> What’s the difference between the two tests?
[21:24] <+Andre> Failure Total on the Courage test determines what happens to those that don’t make the test.
[21:27] <+Andre> Horror results in various levels of mental imparement from being Unsettled to going Mad. Fear can be a component of that Test and may result in anyhting from being Afraid (May not advance toward entity / threat) to to in the worst case Petrified: (Rooted to the spot and may not act).
[21:29] <+Andre> The rules are on RPGNow and Amazon. (Link: http://www.drivethrurpg.com/product/223187/Lucid-Dreams-Roleplaying-Engine)http://www.drivethrurpg.com/product/223187/Lucid-Dreams-Roleplaying-Engine
[21:31] <+Andre> Supporting materials include Character Sheets, a Quick Card (basic rules info), and a Damage Tracking Sheet. These are free on both RPGNow and (Link: http://www.GameSoapbox.com.)www.GameSoapbox.com.
[21:31] <~Dan> Thanks very much for joining us, Andre!
[21:31] <+Andre> Thanks for having me Dan!!
[21:31] <+AlooWalking> Thanks!
[21:32] <~Dan> If you’ll give me just a minute here, I’ll get the log posted and link you!
[21:32] <+Andre> Thank you for aking some good questions! 🙂