[08:06] <+AoC_Kristofer> Yes! My Name Is Kristofer Stenskog, and i run a small Game Development Company in sweden. We usualy do Core-loops and Narrative for mobile games as consultants, but we want the company to grow into a boardgame/RPG developer. Mostly because we are serious board & RPG nerds. Right now we have a kickstarter online for our first own RPG, agents of Concordia.
[08:07] <+AoC_Kristofer> The game is a Fantasy / Mystery game about multiverse-travelling agents in the 60’s, with alot of action, adventure and mysticism.
[08:08] <+AoC_Kristofer> Done! I do feel the need to excuse my horrible grammar, it’s the curse of leaning to much on my editor. She’s not here now to correct me. 🙂
[08:09] <~Dan> No worries. We are a kind and patient people. 🙂
[08:09] <+AoC_Kristofer> Nice, thank you! If someone want to check out the site, its here: (Link: http://kck.st/2rbxdwJ)http://kck.st/2rbxdwJ
[08:10] <~Dan> Can you tell us a bit more about the setting’s premise? What is this multiverse like?
[08:13] <+AoC_Kristofer> Well, the multiverse started to co-exist long before the earth was inhabited. In the beginning, there was alot of separate worlds, unknown to eachother. After an simultainious invasion of Rifting demonic creatures called “Vagrants”, many surviving worlds discovered interdimensional travel.
[08:14] <+AoC_Kristofer> They had wars and scraps, and finaly joined together in a Concord, to protect themselves from invaders both from within and without.
[08:15] <~Dan> How different are these dimensions? Do they have varying levels of magic, for example?
[08:17] <+AoC_Kristofer> Yes, there are different levels of magic and technology on each world, even though may world trade with eachother. Earth is pretty high-tech in the 60’s, but the Alden for example, have Atomatons and clean reactors already. Some worlds are savage and low tech.
[08:18] <~Dan> (Howdy, JacobKellogg!)
[08:18] <+JacobKellogg> Mornin’
[08:18] <+AoC_Kristofer> Mornin’!
[08:19] <+JacobKellogg> Have I missed much?
[08:19] <~Dan> (JacobKellogg is one of your fellow game authors, and a recent Q&A guest himself. 🙂 )
[08:19] <~Dan> (Not much. I’ll copy/paste you via PM, JacobKellogg.)
[08:19] <+AoC_Kristofer> Oh, nice! I feel the pressure is rising! 🙂
[08:20] <+JacobKellogg> I had a look at your KS page and saw the general theme of your game; what’s the core mechanic?
[08:23] <+AoC_Kristofer> The core mechanic is our own system, where you basicly roll a number of D12 (1-3, depending on skill level), chose one to keep and add bonuses from items and basic abilities. You the check it against a target number. The GM will say: Roll a Dex+Stealth TargetNumber 5. Then you roll an amount of dice equal to you stealth, add you dex, and need atleast 5.
[08:24] <+JacobKellogg> Ah, a home for all those orphaned d12s everybody’s got. Nice.
[08:24] <~Dan> Do you have a character sheet posted that we can see?
[08:25] <~Dan> (wb, velociengineer_Bill)
[08:26] <+AoC_Kristofer> Not yet, i am actualy rendering the explanatory video on another computer right now, it should be done by the end of this QA. I have a Quickstart sheet there.
[08:26] <+AoC_Kristofer> It will be up on kickstarter this evening (swedish evening. American…. lunch?)
[08:27] <+Eainix> so you mentioned on the kickstarter page that the more in depth mechanics come during the downtime, care to elaborate?
[08:29] <+AoC_Kristofer> Yes, we have a couple of “downtime mechanics” in the game, mostly covering what happens at Concordia Central Intelligence HQ, before and after missions. Equipment checkout from the armory, the rise (and fall) of Clearence Level and veterancy.
[08:31] <~Dan> How does that work?
[08:33] <+AoC_Kristofer> The clearence level is the overal level of your team. It doesnt give you any perks or stats, but ig gives you access to information and equipment. Before each mission, you check out equipment from the armory, to a total value of the team collected Clearance level. It can be weapons and armor, but also magical trinkets and mystic artifacts.
[08:35] <+AoC_Kristofer> The Clearance level will rise as you complete missions. Your GM will set Major and minor Objectives and a set reward for each. There will ofcourse be less liniar ways to reward them as well.
[08:36] <+JacobKellogg> Hey, that’s actually pretty cool.
[08:37] <+AoC_Kristofer> Thanks! I think its a bit meta-funny. You go on missions and gain levels. In-game.
[08:38] <~Dan> You mentioned magical trinkets and artifacts… Do agents have access to superspy gadgetry as well?
[08:41] <+AoC_Kristofer> yes, 60’s superspy gear, often with a magic touch. Trapping wards, Origami survailence minions and polterghest-granades. If you want, there’s shotguns and grapplinghooks as well. 🙂
[08:41] <~Dan> Poltergeist-grenades?
[08:42] <+JacobKellogg> So there’s team advancement via clearance level; do individual characters advance (like increasing skills/stats)?
[08:43] <+AoC_Kristofer> Jupp. Toss one into a room full of guards, sneak by while they are getting attacked by paintings and wall-blood.
[08:43] <~Dan> That’s amazingly creative. 🙂
[08:44] <&DWPearce> Poltergeist grenades sound a lot of fun :>
[08:45] <~Dan> (Oh, AoC_Kristofer, meet DWPearce, who has written for such games as Lone Wolf, WH40K, Judge Dredd, Doctor Who, et al. 🙂 )
[08:46] <+AoC_Kristofer> Yes, we have basic place-them-wherever-you-like XP, and Veterancy. Veterancy is pools of points that represent you being calm and collected in different situations. They progress during play, so if you roll fumble during a heist for example, you gain a 1/10 of Infiltration veterancy. There’s 5 categories. Hi DWPpearce!
[08:47] <&DWPearce> Hey there 🙂
[08:47] <~Dan> Is rolling a fumble the only way to get a veterancy?
[08:49] <+AoC_Kristofer> No, you can spend point on it, and at the end of the night the GM hands out 1/10ths depending on criteria (“did you learn anything about Exploration” etc)
[08:50] <+AoC_Kristofer> That list is a bit swedish at the moment, it’s one of those things i can tweak until someone stops me. 🙂
[08:50] <~Dan> So how do PCs use veterancy?
[08:51] <~Dan> (Howdy, Drew!)
[08:54] <+AoC_Kristofer> You use veterancy to Either 1; Turn a failure to a sucess with a major drawback (You clear the jump over the roof, but you drop your gun mid-air) 2; Add an additional effect to a sucess, or 3; explode a dice (if you’ve rolled a natural 12, you can roll an additional dice and add the result. Difference toward TN matter)
[08:54] <+AoC_Kristofer> Hey Drew!
[08:54] <~Dan> So degree of success matters in task resolution?
[08:57] <+AoC_Kristofer> Yes, every time you beat the Target number, you gain an additional effect. (you roll 10 when the diff is 5, you gain an additional effect. More damage i combat, a bonus on subsequent roll etc). You can gain any number of additional effects.
[08:57] <~Dan> Good, good. I’m always a big fan of that in a system.
[08:57] <+AoC_Kristofer> Me too! 🙂
[08:58] <~Dan> 🙂
[08:58] <~Dan> Speaking of combat, how does it work?
[09:01] <+AoC_Kristofer> Well, it pretty simple! We want combat to be acionpacked and fluid, so it works like this: The combatants roll “Check conflict”+”wits”, to see who goes first, second and so on. You can lower your number to gain information on the scene. When it’s your turn, you get one action. Dice-rolling is always optional for the GM (infact its a “if you must” kind of thin
[09:05] <~Dan> What attributes are used in combat other than Wits?
[09:05] <+AoC_Kristofer> g), so its the players who roll. Weapons have a fixed number damage, but you multiply it for each sucess level you roll (you may also do other things with your sucesses, like unbalance a foe or do cover fire for a friend). In addition, you may act outside your turn (after hearing what the current person is doing) by spending a Confrontation Veterancy.
[09:07] <+AoC_Kristofer> Dexterity, Constitution, Focus and Wits are the most common. But it’s only limited by your imagination realy. 🙂
[09:08] <~Dan> What is Focus used for in combat?
[09:08] <+AoC_Kristofer> The system is meant to be soft, so if you want to roll Charisma+Firearms for some intimidating gunplay, its up to the GM. The system’s not hindering you.
[09:08] <~Dan> Ah, that’s cool.
[09:09] <+JacobKellogg> I’m not saying much but I’m really liking the sound of this game. 🙂
[09:09] <~Dan> Me too. 🙂
[09:09] <+AoC_Kristofer> Its used for ranged combat (unless in melee range). Thanks so much!
[09:09] <~Dan> Does strength affect melee weapon damage?
[09:10] <+AoC_Kristofer> Yes, you add you CON to damage AFTER you calculated for additional effect.
[09:11] <~Dan> (Howdy, Agamemnon2!)
[09:11] <~Dan> Ah, CON = Strength in this system?
[09:12] <+AoC_Kristofer> Yes!
[09:13] <~Dan> Interesting… I’ve seen constitution lumped in with strength, but not the other way around.
[09:13] <~Dan> What are the attributes, by the way?
[09:15] <+AoC_Kristofer> Constitution, Dexterity, Charisma, Focus, Wits and Knowledge (may be Wisdom in the end, we are having a debate here 🙂 )
[09:15] <~Dan> You are debating the wisdom of having Wisdom? 🙂
[09:16] <+AoC_Kristofer> Each attribute is between -6 to +6 for a human, 0 being average, and +-3 differs alot, +-6 extremly
[09:16] <~Dan> Speaking of humans, what other race/species options are there?
[09:16] <+AoC_Kristofer> Yes, you could say that! I think we are at 60% Wisdom at the moment 🙂 Exciting stuff!
[09:17] <~Dan> (And excuse me for just a moment. brb, please continue!)
[09:20] <+AoC_Kristofer> Well, on the picture on the kickstarter there’s an Alden, a Human, a Nonsense and an Ogri. We have statlines and abilities for 30 races, 10 of them will have to wait though, we only have room for 20 in the book.
[09:20] <+AoC_Kristofer> Sorry, species is the term we use in the game. 🙂
[09:21] <+Eainix> nonsense?
[09:21] <+Eainix> what’s a Nonsense and why is that one of the best names i’ve heard for a race?
[09:21] <+Eainix> lol
[09:24] <~Dan> I second Eainix’s question. 🙂
[09:25] <+AoC_Kristofer> Well, they have quite the story. They are a race of 3′ tinkerers who hammered their home world with Gremlification bombs to kill of the invading “Vagrants”. In the process, they turned themselves into gremlin/goblin like creatures with extreme emotions. The few who survived became… nonsense.
[09:25] <+Jacob> Sounds like gnomes.
[09:25] <~Dan> Huh. Cool. 🙂
[09:26] <+AoC_Kristofer> Yeah, they were alot like gnomes before the incident. 🙂
[09:27] <~Dan> How aware of other dimensions are the people of Earth?
[09:28] <+Eainix> (gunna have to duck out here, have Dan put you in contact with me when Q&A is done)
[09:28] <~Dan> (Take care!)
[09:30] <+AoC_Kristofer> The general public is kept in the dark, with serious magic at work. The few who know are recruits from CCI’s earth division. The reason is the fear of a world that can manage without magic. Beyond earth is the Final Pool of Eather, and should humans start playing around with Gates, things could go wrong fast!
[09:31] <~Dan> How do nonhuman agents get around on Earth?
[09:35] <+AoC_Kristofer> Well, magic has a half-time on earth, diminishing slowly. So agents carry magic batteries, as well as the “ignorance klicker pen” that makes humans view you as a another human. Its no easier for a Ogri to fit in a taxicab, but thats her problem. 🙂
[09:36] <~Dan> Heh. 🙂
[09:36] <~Dan> Speaking of magic, can agents be spellcasters, and if so, how does that work?
[09:40] <+AoC_Kristofer> Not in the “fireballs & Polymorphs” way, you always need some physical tool or ceremonial procedure. There are skills for using both rituals and alchemy. We have been toying with the idea of expanding magic into a seaprate system, but if so, its for a later book!
[09:42] <~Dan> So no “Fireball Spell”, but perhaps a “Wand of Fireballs”?
[09:44] <+AoC_Kristofer> Yes, much more likely! Lucky for us, the grand director of the CCI likes his firebreathing items with a vintage mid-20th century touch, just the kind of stuff we like to design!
[09:44] <~Dan> Awesome. 🙂
[09:45] <~Dan> You mentioned varying magic and tech levels between dimensions… Is that in regards to advancement, or do the different dimensions limit what’s actually possible?
[09:48] <+AoC_Kristofer> Not so much, is more about advancement. Some worlds like earth work different all together, but most worlds have a healthy background-radiation of Aether. It’s usualy a question of how it’s dispersed and how it returns to the flow.
[09:49] <~Dan> I see…
[09:49] <~Dan> Does the game have a bestiary, and if so, how large?
[09:50] <+AoC_Kristofer> The Alden world is extremly delicate, where the Eather from all dead things return to the worlds Core. This in turn cause massive eruption and blackouts, so each death on their planet has to be timed perfectly with births.
[09:51] <~Dan> And IIRC, you said that the Alden are your elves?
[09:53] <+AoC_Kristofer> Yes, They are our take on elves. The beastary is under production, we have 20 creatures so far, but more a coming every day. It not a linear process, so about 50 creatures are semi-ready for launch. We will provide a “beast engine” for GM’s to easily create their own as well!
[09:55] <~Dan> Great!
[09:55] <~Dan> How many dimensions do you describe in the core rules?
[09:58] <+AoC_Kristofer> Singularity, Earth, Concordia Prime, Artifex, Donum, Sanguine, Ennead, The Bazaar flash network… and 4 more who’s names are not on top of my head! There will not be alot on each world, but enough to get a good feel and spur creativity. 12 total, with guides on how to make your own.
[09:59] <~Dan> Excellent.
[09:59] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[10:02] <+AoC_Kristofer> Hmmm. I dont think so? We Have an App planned, and with enough funding, we’ll get the means to make it. It’s going to be a player aid, where you punch in your Clearence level and get lore on beasts and world (that you have enough CL to see). So thats cool. I hope we get the chance to do it, the guys on TarValley are standing by to make it happen. 🙂
[10:02] <~Dan> Great! Thanks so much for joining us today!
[10:03] <~Dan> The game sounds fantastic!
[10:03] <~Dan> Usual reminder to readers: Gratuities are always welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[10:03] <+AoC_Kristofer> Thank’s for having me, it was fun! Thank you again, we’re making the game we want to play ourselves 🙂
[10:03] <~Dan> Now, if you’ll give me just a minute here, I’ll get the log posted and link you. 🙂
[10:04] <+AoC_Kristofer> Allright!