[19:31] <+CraigCampbell> I’m Craig Campbell, owner of NerdBurger Games. I Kickstarted and published Murders & Acquisitions in 2016. Right now I have my second RPG on KS, titled CAPERS.
[19:31] <+CraigCampbell> CAPERS is a superpowered game of gangsters in the Roaring Twenties. You play gangsters looking to make their fortunes in an age of illegal alcohol, gambling, prostitution, and racketeering…and you have superpowers. The game uses a playing card based press-your-luck mechanic where every trait check is a little bit of a gamble.
[19:31] <+CraigCampbell> It’s a little atypical, using playing cards rather than dice, but the playtesters have really enjoyed the system and the world.
[19:31] <+CraigCampbell> done
[19:32] <~Dan> Thanks, CraigCampbell! The floor is open to questions!
[19:32] <~Dan> How prevalent are superpowers in the setting, and how have they affected the world?
[19:33] <+CraigCampbell> They’re not super-prevalent. But they’re known. The powers aren’t world-changing. No one is flipping the Earth of its axis or mind-controlling a city. It’s lower-range power stuff. Think X-men B-team.
[19:34] <+CraigCampbell> The public react in a variety of ways. Some are amazed. Some fear them. Religions range from wary to “it’s the devil.” The press treats them like tabloid superstars. Newspaper and magazine stories are often embellished and used to sell subscriptions.
[19:35] <~Dan> When did they show up, and why?
[19:35] <+Rick> What would the upper limit on a power like super strength be?
[19:35] <+CraigCampbell> People with powers don’t affect the world on the whole, really. They affect their neighborhoods. They can affect the city they’re in. It’s smaller scale than your typical superhero story. And thy’re not really heroes. They’re gangsters with superpowers.
[19:36] <+CraigCampbell> Powers began appearing shortly after the Great War (WWI). No one really knows why, at least among the populace. There’s an optional ruleset for injecting the “science behind the powers” involving an element called Trembium that is present in minute quanities in the bloodstream of supers. But you don’t have to play with that part.
[19:37] <+CraigCampbell> They can simply be part of the world.
[19:37] <+CraigCampbell> The game system is fairly loose with a heavy dose of GM fiat, so there’s not a “how many pounds can you lift per point of super strength” kind of thing happening. It’s more cinematic than that.
[19:37] <+CraigCampbell> I think of it like a super strong character could probably lift a truck.
[19:38] <+CraigCampbell> done
[19:38] <+Rick> That’s what I was looking for, thx
[19:39] <~Dan> Is there anything about gangsters that makes them more likely to have powers?
[19:41] <+CraigCampbell> Gangsters tend to live more dangerous lives, I guess. They end up in more dire situations that might cause stress to manifest a power. But there are regular folks with powers. There are some in the game book, but they’re not the focus of the stories being told in CAPERS.
[19:42] <+Rick> I know the intent is gangsters w/ super powers, not superheroes, but I’d be tempted to do a X-Men riff and have the Untouchables (or a group like them) be the G-Men
[19:42] <+CraigCampbell> You can play members of law enforcement rather than gangsters. It makes for a different TYPE of game, one where you’re, essentially, fighting a losing battle.
[19:43] <+CraigCampbell> It’s about the battle, not the war..and all that.
[19:43] <&Le_Squide> Does the game envision an end game to all this superpowered lawlessness, or does it leave it open?
[19:44] <+CraigCampbell> Nothing is specified in the game about any sort of “end game.” If you take the world of the game where history went, eventually Prohibition is repealed and the superpowered gangsters end up in decline as their opportunities dry up…at least a little.
[19:45] <+CraigCampbell> I made a point of not even specifying a particular year the game is set in. It’s simply set in “the 20s.” And it’s alternate history anyway. So if you want it, and it’s part of the 20s, you can have it happen in your game. Precisely WHEN (or IF) Capone goes to prison is up to you.
[19:46] <+CraigCampbell> done
[19:46] <+Rick> Would it skew the system to combine decks of cards, rather than reshuffle a single deck?
[19:47] <+CraigCampbell> It’d make it harder to “count cards” in your personal deck. But counting cards and knowing, for example, you have a lot of face cards still in your deck, has proven to be a feature of the system.
[19:47] <~Dan> (Welcome to #rpgnet, UncleMonkey!)
[19:48] <+CraigCampbell> Also, you can metagame whether the good joker or the bad joker have turned up with just one deck. If you had a 6-deck shoot, you can’t really play that game as easily cuz you’ll have six bad and six good jokers.
[19:49] <+CraigCampbell> I had a math guy create a spreadsheet for me that allowed me to study the effects of drawing from a deck with varying contents in the deck. Against different target scores. Going for different suits as a minimum “stand” result.
[19:49] <+CraigCampbell> done
[19:49] <+Rick> Thanks
[19:51] <+CraigCampbell> And there’s no Elliott Ness in the game. I gender-flipped him to Vanessa “Ness” Elliott. Had to shake up the proliferation of white, mostly Italian and Irish, dudes that are most of what people know of the era.
[19:51] <+Rick> Oh and also, thanks for including Cincinnati as a written-up locale. Cincy doesn’t get a lot of love in RPGs
[19:52] <~Dan> (You there, UncleMonkey?)
[19:52] <+CraigCampbell> Heh. I had to just to make sure George Remus is represented. Kevin, the writer, came up with a fun fictional character, The Queen.
[19:53] <+CraigCampbell> For the Queen City.
[19:53] <&Le_Squide> I love the art, by the way.
[19:53] <+CraigCampbell> So do I. Beth is fantastic. She did some work for Murders & Acquisitions. When I started on CAPERS, she was the first person I contacted. We negotiated her doing the entire book. It’s gonna be pretty.
[19:54] <~Dan> Do the big mob bosses all have powers?
[19:54] <+CraigCampbell> And she’s been having a blast researching period clothing, vehicles, etc.
[19:54] <+UncleMonkey> ((Oh yes, just doing like 5 other things at the moment lol))
[19:55] <~Dan> (No worries. Lurk away! 🙂 )
[19:55] <+CraigCampbell> Some of the mob bosses have powers. Some are what’s called, in the game, Exceptionals. They’re tougher and more skilled that regular, every-day folk. Enoch “Nucky” Johnson is an Exceptional, just highly skilled and wily. Capone has powers.
[19:56] <~Dan> What are Capone’s powers?
[19:56] <+CraigCampbell> There are several recognizable names that are Exceptionals. But also quite a few that have powers.
[19:56] <+CraigCampbell> Capone is super strong and super resilient. Also, he’s super violent, though some would argue that’s not a superpower.
[19:56] * ~Dan chuckles
[19:57] <+UncleMonkey> Sooo, I absolutely love the mafia/organized crime genre
[19:57] <+CraigCampbell> Me too. So much so that I wrote a game about it to give me an excuse to research it. 🙂
[19:57] <+UncleMonkey> <— has also done plenty of research lol. Reading up on the KS now.
[19:58] <+Rick> Will there be any advice for creating your own powers?
[19:59] <+CraigCampbell> There are some general guidelines for creating powers. They turned out to be more of an art than a craft. There’s not a math formula you can apply. Design one, playtest it. Redesign. I have a pretty good sense of what makes a balanced power in the game now and I tried to convey that info as best I could.
[20:01] <+CraigCampbell> I had a LONG list of powers I dug through. A few that I tried out and didn’t make the cut. Once I got a good sense of the “power level” in the game, there were some that I didn’t even try to design cuz I didn’t think they’d fit.
[20:01] <+CraigCampbell> done
[20:01] <~Dan> Do powers in an individual tend to be thematic?
[20:02] <+CraigCampbell> They can be, but don’t have to be. Carla “Lucky” Luciano has a power that actually makes her lucky. Capone’s physical powers make sense for him. On the other hand, Joe “The Boss” Masseria (real guy) has a power that allows him to shift his organs and bones. Nothing thematic about that. The writer just thought it’d be a cool power for him.
[20:03] <+CraigCampbell> Players have themed things sometimes. Other times they’ve created a character concept and then picked the power they thought was the coolest, regardless of thematic tie-in.
[20:03] <&Le_Squide> Could you give us an example of the system in action, a simple task resolution…flip or whatnot?
[20:04] <~Dan> Well, let me rephrase: By “thematic”, I mean, do their various powers all fit with a theme? Or do some have powers that don’t really fit together, necessarily, like laser eyes and superspeed?
[20:04] <+CraigCampbell> Sure. Fast Tony wants to shoot someone. He has a 2 in Agility (a trait). He also has the Guns skill (which gives a +1 to checks involving guns). So he has a total of 3 to shoot a gun. This is called his card count.
[20:05] <+CraigCampbell> He flips a card. Eight of hearts. Might hit (eight is middling) but hearts is a good suit. (Suits cover degree of success failure…clubs worst, alphabetically up to spades best).
[20:05] <+CraigCampbell> Tony’s player has a choice. Stick with the eight of hearts and hope the eight does the trick for hearts as the suit (which is a good shot, if it hits). OR flip another card. He gambles and flips another card. He gets the king of clubs.
[20:06] <~Dan> (“He hit the guy, in spades!”)
[20:06] <+CraigCampbell> King almost certainly hits. But clubs is the worst suit, will deal little damage, and comes with a complication. So he flips again. Gets a six of diamonds. That’s his last card. He sticks with that (which fails, by the way) or spends a point of Moxie to get ONE more card.
[20:06] <+CraigCampbell> done
[20:07] <~Dan> Do you have a character sheet that we can see?
[20:08] <+CraigCampbell> To answer the previous “theme” question. There’s no upside or downside to picking powers that are very different. You can do it. There are a few NPCs who have some very different powers. Or you can keep it very thematic. And NOT combine speedster with laser eyes, for example.
[20:08] <&Le_Squide> Is he flipping against the NPC/target’s flip or a static value?
[20:08] <+UncleMonkey> Curious, obviously this game being set in the 20s in mostly about the Italian/Irish mob. Is it possible to eventually(either via this KS or on its own if this proves successful enough) to see rules for other organized crime groups? Yakuza, Triads, etc??
[20:09] <+CraigCampbell> If you download the preview edition, which backers can find a link for in update 7, there are pre-gens in there. The final character sheet is under development but won’t look terribly different from that. Just much prettier.
[20:10] <+CraigCampbell> All flipping is against a static value. In the case of the shooting example, it’s against the target’s Body score. Which is based on the Agility trait and any powers that might bump his Body up.
[20:10] <~Dan> What are the attributes?
[20:11] <+CraigCampbell> Regarding other gangs/mobs, I have no immediate plans to expand beyond the 20s and the “gangster genre” of that era. Can’t say it’s out of the question, but I’m not planning on it right now.
[20:11] <+CraigCampbell> In order on the character sheet, Charisma, Agility, Perception, Expertise, Resilience, Strength.
[20:12] <+Rick> So, if Fast Tony’s player had stuck w/ the 8 of Hearts, would it have been a hit?
[20:12] <+CraigCampbell> Against a character with a low Agility, yes.
[20:12] <~Dan> What is Expertise in this context?
[20:12] <+Rick> And I see what you did there
[20:12] <+CraigCampbell> Agility 1 = Body 8.
[20:13] <+CraigCampbell> Expertise = reason, knowledge, intelligence.
[20:13] <+CraigCampbell> @Rick. Yep.
[20:13] <+Rick> Catchier than FASERIP
[20:13] <~Dan> What is the attribute scale for normal humans?
[20:13] <+CraigCampbell> Thank you.
[20:14] <+CraigCampbell> Regulars have traits ranging 1-3. Supers can get 4-5 with powers.
[20:14] <~Dan> (Howdy, AnkurRpg!)
[20:14] <+AnkurRpg> Hi guys!
[20:14] <+CraigCampbell> Yo.
[20:14] <~Dan> ( CraigCampbell, meet AnkurRpg, author of, well, the Ankur RPG. 🙂 )
[20:14] <+Rick> So, Capone = 5 Strength, 5 Fesilience
[20:15] <+Rick> Ugh Resilience
[20:15] <+AnkurRpg> I didn’t want to interupt Craig, he seemed mid explanation
[20:15] <+CraigCampbell> Str 4 Resil 5
[20:15] <+CraigCampbell> done
[20:16] <+CraigCampbell> AnkurRPG is local. We saw each ten or so days ago.
[20:16] <+AnkurRpg> I heard there was a cool game about bootleggin and magic!
[20:16] <+CraigCampbell> Each OTHER
[20:16] <+CraigCampbell> No magic
[20:16] <+AnkurRpg> 😦
[20:17] <~Dan> Bootleggin’ and superpowers. 🙂
[20:17] <+CraigCampbell> Yep. Done
[20:17] <+AnkurRpg> so what is the chick on the cover doing?
[20:17] <+CraigCampbell> She’s whipping up some lightning.
[20:17] <+Rick> Ooh is Houdini a Caper, an Exceptional, or just a talented but otherwise regular guy?
[20:18] <+AnkurRpg> oh, ok….”superpowers” cool
[20:18] <+CraigCampbell> Currently not described in the game.
[20:18] <+CraigCampbell> If I were to write him up, I’d just make him highly skilled. Makes him cooler, to be honest.
[20:18] <+AnkurRpg> Craig, what made you decide on this particular time period as a setting?
[20:19] <+CraigCampbell> Murders & Acquisitions was modern day. Wanted to do a supers game but LOTS of supers games are modern day. No reason to retread that ground. Went digging through periods in history that I liked. Came upon the Roaring Twenties. Started writing. It jived for me. Made for an interesting mashup that I don’t THINK exists anywhere else in RPG-dom.
[20:20] <+CraigCampbell> If it’s 1920s it’s usually noir or Cthulhu.
[20:20] <+AnkurRpg> “nods”
[20:20] <+CraigCampbell> done
[20:20] <+AnkurRpg> I like that time period, very under-used
[20:21] <~Dan> (An action is “/me [action]”; e.g., “/me nods”. 🙂 )
[20:21] * ~Dan nods to illustrate
[20:21] <+AnkurRpg> lol….thanks
[20:21] * +CraigCampbell screams into the void.
[20:21] <+CraigCampbell> Hey look at that.
[20:21] * ~Dan chuckles
[20:21] <+AnkurRpg> “/me [nods]”
[20:21] <+AnkurRpg> nope
[20:21] <+AnkurRpg> oh well
[20:22] <~Dan> (No quotes.)
[20:22] <+UncleMonkey> Will there be rules or at least a discussion, about secret speakeasies, smuggling, etc??
[20:22] <+AnkurRpg> “/me nods”
[20:22] <~Dan> (Right idea, but without the quotes, AnkurRpg. 🙂 )
[20:23] <+AnkurRpg> there will be no more nodding
[20:23] * ~Dan chuckles
[20:23] <+CraigCampbell> The game is BUILT around secret speakeasies, smuggling, illegal brewing, etc. That said, I don’t provide a tutorial and the rules don’t get that specific. But if you know the era and rules, it’s easy to figure out what traits/skills you’d use to brew beer. How to smuggle. How to plan a heist. Etc.
[20:23] <~Dan> Speaking of which, how specific/broad are the skills?
[20:24] <+CraigCampbell> Acrobatics Athletics Business Conveyances Deception Diplomacy Fisticuffs Guns Humanities Insight Mechanicals Melee Weapons Ranged Weapons Sciences Sense Sleight of Hand Stealth Willpower
[20:25] <+Rick> Will you or any of your team be at GenCon running Capers?
[20:25] <+CraigCampbell> My team? Hahahahahahah…
[20:25] <+fantomx11> hey-o #rpgnet
[20:25] <+CraigCampbell> Unfortunately, I will not be at GenCon this year. I’ve blown a lot of money and vacation days into the KS and cons leading up to it. GenCon is crazy expensive.
[20:25] <~Dan> (Howdy, fantomx11!)
[20:25] <+AnkurRpg> Craig perception is truth……all game designers have teams….and lots of money
[20:26] <+Rick> I saw the Twitch video, their were a couple others, right?
[20:26] <+CraigCampbell> Yeah, but they’re designing/arting/mapping. Not spending $1000 on GenCon.
[20:27] <+CraigCampbell> I have a few people who have contacted me about running the game at local cons. If someone wants to volunteer to bring it to a big con, I’m more than happy to support them with content and promotional stuff.
[20:27] <+CraigCampbell> But after ConGlomeration at the end of this month, the con schedule dries up for me until Oct at the earliest.
[20:28] <+CraigCampbell> I’ll be at AcadeCon in Nov. Looking into maybe one other late in the year.
[20:28] <+CraigCampbell> done
[20:28] <~Dan> How is damage determined and rated? What does a weapon’s damage rating look like, and do you use hit points? Wounds?
[20:29] <+Rick> huh Acadecon is close by
[20:30] <+CraigCampbell> Damage for less lethal weapons (fists, knives) is based on card color. Red=1. Black=2. More deadly weapons (guns) use the suit. Clubs=1. Diamonds=2. Hearts=3. Spades=4. The Tommy gun does Suit+2 damage.
[20:30] <+AnkurRpg> Back in the day, there was a game system called Master book that used a deck of cards and much like GURPS for example, it allowed games in different time periods. Did you take any inspiration from other games such as that to develope Capers?
[20:31] <+CraigCampbell> There is no second flip for damage. The ONE flip you do determines if you hit and how much damage. You could hit with very little damage and choose to flip again hoping to get better damage but fail in the process.
[20:32] <+CraigCampbell> I looked at other games that use playing cards. Not familiar with Master Book. Most playing card using games involve you having a “hand” of cards and choosing which card to play. Variations on what that means, etc. I didn’t find any that uses a mechanic terribly similar to mine.
[20:32] <~Dan> Masterbook was a generic game based on Torg, if that helps.
[20:33] <+CraigCampbell> I developed the system to do the press-your-luck thing, which seemed fitting for gangsters and a setting that features illegal gambling.
[20:33] <+CraigCampbell> done
[20:33] <+Rick> So, does a handgun do Suit damage, no bonus?
[20:33] <+AnkurRpg> the gambling element certainly fits well with the setting
[20:33] <~Dan> The gambling aspect is pretty clever, I have to say.
[20:33] <+CraigCampbell> Pistol Suit+1.
[20:33] <+Rick> Cool
[20:34] <~Dan> Is there no difference between using a knife or fighting unarmed?
[20:34] <+CraigCampbell> Regular folk rarely have more than 5 Hits. And yes, it’s a “hit point” system.
[20:35] <+CraigCampbell> Unarmed does Color damage. Knife Color+1.
[20:35] <+CraigCampbell> Unless you have Super Strength. Then your fists do Suit damage.
[20:35] <+Rick> How are Hits determined? Resilience plus…?
[20:36] <+CraigCampbell> 4 + Resilience score + Charisma score. Charisma includes force of will. Hits is a combination of physical resilience, luck, and sheer “I’m gonna get this done!”
[20:36] <+AnkurRpg> huh…that’s interesting
[20:36] <+CraigCampbell> Sorry 4 + 2xResil + 2xCha.
[20:37] <+CraigCampbell> Regulars get Resil + Cha.
[20:37] <~Dan> What do Exceptionals get?
[20:37] <+AnkurRpg> i like using Willpower to help score hits
[20:37] <+CraigCampbell> Allows you to play a social/mental character that just forces themselves through the pain.
[20:38] <+CraigCampbell> Exceptionals get the same as powered folk.
[20:38] * +AnkurRpg nods
[20:38] <+AnkurRpg> 😉
[20:39] <~Dan> Well done, sir. 😉
[20:39] <+AnkurRpg> 5th times the charm
[20:39] <+CraigCampbell> done
[20:40] <+R4therD4shing> Huzzah!~
[20:40] <~Dan> (Howdy, R4therD4shing!)
[20:40] <+AnkurRpg> I really like the simplicity and elegance of your mechanics
[20:40] <+R4therD4shing> o7 Captain Dan!
[20:40] <~Dan> Yes, they do seem rather slick.
[20:40] <+Rick> I noticed that in the preview the super strong guy (Egor the Bear) had the fewest hits (or tied for fewest). The Charisma thing helps that make sense, now
[20:40] <+CraigCampbell> I’ve been pretty pleased with how the system works. I’ve had several folks suggest it would work well for other game types/genres.
[20:41] <~Dan> I was just going to ask about that. What other genres have been suggested?
[20:41] <+R4therD4shing> I literally just became aware of it and think it rather innovative.
[20:41] * ~Dan may have been spreading the word… 😉
[20:41] <+R4therD4shing> 😀
[20:41] <+CraigCampbell> And you can have a character that is super tough, Hits wise. I just chose to let Egor be super strong and a little bit not tough.
[20:42] <+AnkurRpg> I would turn it into a GURPS or Palladium style product with multiple genres
[20:42] <+R4therD4shing> I agree with Ankur
[20:42] <+CraigCampbell> Unless you are a name with a significant fan base, generic systems don’t sell for crap. That said, I’m not averse to adapting it to another game/genre specifically.
[20:43] <~Dan> Well, I’m not sure I’d go that far, to be honest. I think the system might get cumbersome for games that require larger scales.
[20:43] <+CraigCampbell> It’d have to be for the right type of game/genre.
[20:43] * ~Dan nods
[20:44] <+CraigCampbell> It’s certainly not a high-complexity system and trying to make it into that would rob it of its nuance.
[20:44] <+AnkurRpg> well, any game that already has mechanics for modern guns/effects can probably handle the switch to say a medieval setting or space opera with little change
[20:45] <+CraigCampbell> I will never design a fantasy game or a space opera unless I come up with a REALLY unique twist for such a thing.
[20:45] <~Dan> AnkurRpg: Probably so. I was thinking more in terms of trying to fit in, say, cosmic-level supers or mecha or the like. Something that would require large card draws.
[20:45] <+AnkurRpg> I’m just saying….if it was something you wanted to do
[20:45] <+CraigCampbell> Understood.
[20:45] <+AnkurRpg> yeh
[20:46] <+R4therD4shing> Something like this would work really well in a fallout-ish…perhaps steam-punk setting as well.
[20:46] <+R4therD4shing> I like it a lot
[20:46] <~Dan> Yes, I can see it working for steampunk.
[20:46] <+AnkurRpg> agreed
[20:46] <+Rick> Any game I get eventually gets me thinking (a) how to run superheroes with it (already done in this case) and (b) how to run Star Wars
[20:46] <+R4therD4shing> Lmao, Rick
[20:46] <+AnkurRpg> in fact, that would be the next obvious branch I would think
[20:47] <+CraigCampbell> Star Wars has supers in it.
[20:47] <+R4therD4shing> Definitely wouldn’t fit my Wuxia system… but this is much better as its simple
[20:47] <+AnkurRpg> steam punk….not starwars
[20:47] <+CraigCampbell> Just saying, it’s all the same thing. Supers, Jedi, magic.
[20:47] <+R4therD4shing> Thats true
[20:47] <+AnkurRpg> hahaha
[20:47] <+R4therD4shing> Just a different dress. :p
[20:48] <+AnkurRpg> spice smugglers instead of bootleggers
[20:48] <+CraigCampbell> Psionics, ki, channeling, spirit binding.
[20:48] <+AnkurRpg> I am one with the force, the force is with me
[20:49] <+CraigCampbell> Any more questions?
[20:49] <+AnkurRpg> I was wondering….
[20:49] <&Le_Squide> From what it sounded like, the setting is firmly USA?
[20:49] <+CraigCampbell> Or are we all CAPERS supporters now? 🙂
[20:50] <+AnkurRpg> I assume that this will be played like most rpgs on a table with mat
[20:50] <+CraigCampbell> Yep. USA. Kind of depends on the Prohibition Era.
[20:50] <+AnkurRpg> Do you have a resource for 20’s miniatures?
[20:50] <+CraigCampbell> No maps/minis required, really. If you want to use them, you can.
[20:50] <+AnkurRpg> oh…ok
[20:50] * +AnkurRpg nods
[20:50] <+CraigCampbell> I’m looking into paper minis and maps as PDF support for the game and part of the KS. Stay tuned.
[20:51] <+AnkurRpg> cool
[20:51] <+CraigCampbell> But it’s not a “tactical” game so they’re not necessary. Though I realize some people like them to just help visualize a fight.
[20:52] <+CraigCampbell> doen
[20:52] <&Le_Squide> One more question from me for the night: Favorite NPC/setting character?
[20:52] <+AnkurRpg> yeh, I just like to have them….even if 90% of play goes without needing representation
[20:53] <+AnkurRpg> I also love to paint
[20:53] <+CraigCampbell> I really enjoyed making Lucky Luciano into Carla “Lucky” Luciano, instead of Charles. And she has a power that allows her to manipulate a card deck in minor ways. It’s the only “meta power” in the game.
[20:54] <~Dan> Well, I never meta power I didn’t like.
[20:54] <&Le_Squide> …DAN.
[20:54] <&Le_Squide> 😐
[20:54] <+CraigCampbell> She’s Arnold Rothstein’s number two in New York.
[20:54] <+AnkurRpg> lol
[20:54] * +AnkurRpg laugh
[20:54] <~Dan> <.<
[20:54] <&Le_Squide> I have to scoot, but I think I’ll definitely be backing, monthly budget allowing
[20:54] <~Dan> Take care, Le_Squide!
[20:54] <+CraigCampbell> Sweeeeeeeeet…
[20:54] <+CraigCampbell> Byte.
[20:54] <+CraigCampbell> Bye.
[20:55] * +CraigCampbell is getting sleepy.
[20:55] <~Dan> Is there anything else weird about the setting other than superpowers, and if not, do you have any plans to add anything?
[20:55] <+CraigCampbell> 🙂
[20:56] <+CraigCampbell> There’s some optional stuff where you can make it a little more “comic booky” if that’s your jam. Powered gear (1920s Tony Stark, anyone?). The current stretch goal gets alternate Earths and super prisons into the game.
[20:56] <+AnkurRpg> nice
[20:56] <~Dan> Cool!
[20:56] <+CraigCampbell> But you don’t have to use that stuff. You can keep it to superpowers and let the game be a little more grounded, if you prefer.
[20:57] <+CraigCampbell> done
[21:00] <~Dan> How do the optional gadget powers work?
[21:01] <+AnkurRpg> do you have a world-wide origin story for “super powers”…like a meteor or a dimensional rift or X-mutations etc?
[21:01] <+CraigCampbell> You have a piece of gear. It has a power in it. You get a little bonus to the power but you have to have it WITH you to use it. Might not always be able to take your electro-gun into the ball.
[21:02] <~Dan> So there aren’t any rules for building such gadgets?
[21:02] <+CraigCampbell> Origin is kept vague. Though you can use the “pseudo science” bit that’s in an option chapter to inject an explanation.
[21:02] * +AnkurRpg nods
[21:02] <~Dan> (Hey, you’re getting the hang of that! 😉 )
[21:02] <+CraigCampbell> It’s all part of character advancement. If you have gear, you gain it at a rate similar to gaining powers for a regular superpowered character. It’s just a flavor variation.
[21:03] <+CraigCampbell> With mild mechanical differences.
[21:03] <+AnkurRpg> during character creation, how easy/common is it to have super powers?
[21:04] <+CraigCampbell> I considered a more robust item creation system, but it felt like a lot of work just for the potential of not being tested well enough and being either too weak or two strong. Again, the simplicity of the card mechanic and the structure of the powers won out for simpler design.
[21:04] <+CraigCampbell> done
[21:04] <~Dan> How many powers does the game feature?
[21:04] <+CraigCampbell> The default is you start with a power(s) or you start as an Exceptional who is highly skilled but with no powers.
[21:05] * +AnkurRpg nods
[21:05] <+CraigCampbell> Forty powers, along with variation and customization in specific features.
[21:05] <~Dan> Can the system handle multi-purpose powers like, say, weather control?
[21:06] <+CraigCampbell> Yep. There’s a power called exactly that. It has a variety of possible effects. You choose one as your default, cheaper power to use. Other powers are a little tougher to use.
[21:06] <+CraigCampbell> Sorry, other specific effects in the Weather Control power are a little tougher to use.
[21:07] <~Dan> So you can be really good at calling down lightning and not so good at making it rain?
[21:07] <+CraigCampbell> In essence, yes.
[21:07] * ~Dan nods
[21:08] <~Dan> Are there any powers you ruled out as not fitting the setting in some way?
[21:08] <+CraigCampbell> Mind control and magnetism. Too powerful.
[21:09] <~Dan> Magnetism? What makes that so powerful, relatively speaking?
[21:09] <+CraigCampbell> The game is filled with guns as the primary way to battle a super effectively.
[21:10] <+CraigCampbell> Prof X and Magneto are among the most powerful X-men for reasons.
[21:10] <+CraigCampbell> Mutants… not X-men. I know Magneto isn’t an X-man.
[21:10] <+CraigCampbell> Jeez.
[21:11] <+CraigCampbell> They solve too many problems too easily and could become a crutch for the players.
[21:11] <+CraigCampbell> done
[21:11] <+AnkurRpg> I could really see these powers being used by fortune tellers, psychic mediums, turn of the century circus performers, Houdini, Tesla etc. I might even like to see a Flash Gordon game session.
[21:11] <+CraigCampbell> There is some really Flash Gordon shit in one of the alternate Earths. 🙂
[21:12] <+AnkurRpg> cool
[21:12] <+CraigCampbell> Coming soon to a stretch goal near you.
[21:13] <+AnkurRpg> well, sounds like you got yourself a very well put together game Craig. I have to go, but I wish you the best of luck
[21:13] <~Dan> How close are you to that stretch goal?
[21:13] <~Dan> Take care, AnkurRpg!
[21:13] <+CraigCampbell> Later.
[21:13] <+AnkurRpg> thanks, you too. Bye guys
[21:13] <+CraigCampbell> $500+ away. Should hit it before the weekend.
[21:13] * +AnkurRpg exits
[21:14] <+AnkurRpg> 😉
[21:14] <+CraigCampbell> done
[21:14] <~Dan> Excellent.
[21:15] <~Dan> Do you see this as the start of a game line?
[21:15] <+CraigCampbell> More importantly, 12 backers away from exceeding the Murders & Acquisitions backer total. Might do it by the halfway point of this campaign.
[21:16] <+CraigCampbell> I might produce some smaller PDFs to supplement it, but no plans for a full on “game line.” The support books in a game line don’t sell nearly as well as the core book and this is a part time thing for me.
[21:16] * ~Dan nods
[21:16] <+CraigCampbell> If it blows up, maybe I reconsider. But no plans right now.
[21:16] <~Dan> Sure, makes sense.
[21:17] <+CraigCampbell> Plus, my brain has too many other game ideas in it. 🙂
[21:17] <~Dan> 🙂
[21:17] <~Dan> What else do you have coming down the pike (that you can talk about, obviously)?
[21:18] <+CraigCampbell> Die Laughing is in playtesting. Short play, GM-less game where everyone portrays characters in a horror comedy movie. Everyone is gonna die. Make it funny.
[21:18] <+CraigCampbell> That’s likely to be game #3 if all continues to go well with it.
[21:19] <+CraigCampbell> Story game. Very light system. Dice pool functions as a countdown. You run out of dice, your character dies.
[21:19] <+CraigCampbell> But even after your character is gone, there are ways for you to remain involved in the story and influence it.
[21:19] <+CraigCampbell> done
[21:19] <~Dan> Cool.
[21:20] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:20] <+CraigCampbell> I think that covers quite a lot of CAPERS. As of this typing, we’re not quite at the halfway point of the campaign and we’re 268% funded. All is well.
[21:21] <+CraigCampbell> If you’re interested in Murders & Acquisitions, check out the KS first. M&A is an add-on.
[21:21] <+CraigCampbell> Tell people about CAPERS and NerdBurger Games. Word of mouth means more than most folks realize. Marketing is weighted strongly against the little guy. We depend on people TALKING about our games.
[21:22] <~Dan> Usual reminder: Gratuities are always welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[21:22] <+CraigCampbell> And if you like someone’s creations, and there’s a way to support them, do it. And tell people about them.
[21:22] <+CraigCampbell> I’m @NerdBurgerCraig on the Twitters. My website is NerdBurgerGames.com.
[21:22] <+CraigCampbell> done
[21:23] <~Dan> Thanks very much for joining us, CraigCampbell!
[21:23] <+CraigCampbell> Thanks for hosting, Dan. Soooo…sleeeeeeepy.
[21:23] <~Dan> If you’ll give me just a minute here, I’ll get the log posted and link you. (If you can stay awake a moment longer, that is. 🙂 )