[19:37] <+MarkWalker> Well, I’m Mark Walker. I’m a long-time game designer, mostly wargames. Some of my most popular are Locl ‘n Load, World at War, Night of Man (sci-fi), ’65, and now, my first RPG, Dark War. Dark War is an RPG set in 1985.
[19:38] <+MarkWalker> It’s WW3, West Germany. The immense death and destruction of the war has called the dark things that live among us–Vamps, Werewolves, demons, witches, and other stuff to the war. So the RPG mixes equal parts realistic modern combat and paranormal entities. DONE
[19:39] <+MarkWalker> I’ve also written two novels in the same univers: Retibution and Revelation.
[19:39] <~Dan> Thanks, MarkWalker! The floor is open to questions!
[19:40] <~Dan> Are the supernatural elements taking an active part in the war?
[19:40] <+MarkWalker> Do you mean are they taking sides?
[19:41] <~Dan> Yes. Or are they more of a threat that exists alongside the war?
[19:41] <+MarkWalker> Not per se
[19:41] <+MarkWalker> They exist alongside.
[19:41] <+MarkWalker> That said…
[19:41] <+Dynvir> Neutral Evil?
[19:42] <+MarkWalker> If a human is West German and turned into a vampire, they will still hold an allegiance to where they lived
[19:43] <+MarkWalker> they also participate in the war for their own reasons
[19:43] <+MarkWalker> for example, in one of the scenes from Retibution a band of Lycan ambush an American convoy
[19:44] <+MarkWalker> the younger Lycans, who cannot turn in the daylight, attack with machineguns, RPGs, etc, but the elders attack in wolf form
[19:44] <+Dynvir> Since I have only read the novels and not played (yet) are there different forms of damage?
[19:44] <+MarkWalker> that scene was the inspiration for the RPG rulebook cover
[19:45] <+MarkWalker> that’s a good question
[19:45] <+MarkWalker> yes, there are
[19:45] <+MarkWalker> one sec
[19:45] <+Dynvir> I.e. psychic damage vs. plain old piercing?
[19:45] <+Dynvir> Ok!
[19:46] <+MarkWalker> Ethereal and physical
[19:47] <+MarkWalker> for example, an AK-47 (Russian rifle) does nothing if fired at an ethereal being like a ghost
[19:47] <+MarkWalker> the majority of damage is physical
[19:47] <+MarkWalker> in this universe, Lycan and Vamps can be killed by weapons
[19:47] <+Dynvir> Awesome!
[19:47] <+MarkWalker> but it takes a LOT of bullets to do so
[19:48] <+MarkWalker> The combat is fairly simple
[19:48] <~Dan> Basically blowing them to smithereens?
[19:48] <+MarkWalker> and 4 or higher is a success
[19:48] <+MarkWalker> so in combat, you roll your Shooting dice, modified by range, skills, etc
[19:49] <+MarkWalker> every 4 or higher that you roll scores a hit
[19:49] <~Dan> Actually, before we get too deep into the system, do you have a character sheet that we can see?
[19:49] <+MarkWalker> Yes, Dan
[19:49] <+Dynvir> So you don’t have to roll to hit then damage?
[19:49] <+Dynvir> Great call, Dan!
[19:49] <~Dan> Not my first rodeo, Dynvir. 😉
[19:50] <+MarkWalker> Although Lycans and Vamps have amazing recuperative powers, they can’t recuperate from ten rounds to the head
[19:50] <+Dynvir> #boss Dan
[19:50] * ~Dan chuckles
[19:50] <+MarkWalker> Yes, Dynvir, you do…sorta
[19:50] <+MarkWalker> every weapon and spell does a certain amount of damage
[19:51] <+MarkWalker> for example …
[19:52] <+MarkWalker> A Bolt of Light inflicts two wounds for every hit
[19:52] <+MarkWalker> +1 wound against undead creatures
[19:52] <+MarkWalker> on the other hand, a 9mm pistol inflicts one wound
[19:54] <+Dynvir> Cool 😎
[19:54] <+Dynvir> May I ask another question?
[19:55] <~Dan> Certainly, Dynvir.
[19:55] <+Dynvir> How much autonomy does one have when creating a character? Are the “molds” pretty strict?
[19:55] <+MarkWalker> So, if I’m attacking a Zombie with a Bolt of Light and my Intelligence dice (Intelligence is used to cast Faith spells) are 1D8 and 1D6 and I roll a 7 and 4, I hit you twice. If you dodge neither hit I’ll inflict 6 wounds
[19:57] <+MarkWalker> Autonomy… plenty
[19:57] <+MarkWalker> let me explain…
[19:58] <+MarkWalker> You are given ten “dice” to assign to the seven Abilities; 5 x D4, 3 x D6, 2 x 2D8. At least one die must be assigned per attribute.
[19:59] <+MarkWalker> the abilities are Intelligence, Speed, Shooting, Melee, Charisma, Will, and Dodge
[19:59] <~Dan> Oh, do you have a link to that character sheet, MarkWalker?
[19:59] <+MarkWalker> You must assign at least on die to each ability
[20:00] <+MarkWalker> (Link: https://www.dropbox.com/s/8vi91mqh4io75ge/Character.sheet.pdf?dl=0)https://www.dropbox.com/s/8vi91mqh4io75ge/Character.sheet.pdf?dl=0
[20:00] <+MarkWalker> does that work for you all?
[20:00] <~Dan> Works for me, thanks.
[20:01] <~Dan> What do you use for strength?
[20:01] <+MarkWalker> Characters may also “puchase” Kickers for any ability that they assign a minimum of two dice
[20:02] <+MarkWalker> The Melee ability is used for strength, but you can also buy Kickers that make you a karate-based, melee machine
[20:03] <+MarkWalker> In testing, I found that it was easier for players to grasp combat if they rolled Melee dice for Melee, and Shooting dice for shooting
[20:03] <+MarkWalker> So, to a large extent Melee replaced strength and Shooting Agility
[20:04] <+MarkWalker> and Shooting replaced Agility
[20:04] <+MarkWalker> and to a certain extent Dodge works as a type of Agility
[20:04] * ~Dan nods
[20:05] <+MarkWalker> The Kickers are bought with Experience Points
[20:05] <+Dynvir> That makes sense. Based on your previous example, is one able to try and dodge most attacks?
[20:06] <+MarkWalker> All Kinetic attacks are dodged using the Dodge ability
[20:06] <+MarkWalker> However…
[20:06] <+MarkWalker> you get one FREE dodge, but it’s just a D4
[20:07] <+MarkWalker> Any other Dodge attampt must be paid for with Action Points
[20:07] <+Dynvir> So just a reduction to the attacks based on your D4 result?
[20:07] <+Dynvir> Attack*
[20:07] <+MarkWalker> well…
[20:08] <+MarkWalker> keep in mind that 4 or greater is the universal success
[20:08] <~Dan> (Sent you a PM, Dynvir. 🙂 )
[20:08] <+MarkWalker> so if you are hit twice by rifle fire, you can roll your free dodge
[20:08] <+MarkWalker> if you roll a 4 you dodge 1 of the hits
[20:09] <~Dan> How is weapon damage rated?
[20:09] <+MarkWalker> if you want to attempt to dodge more you must pay an action point to roll one of your dodge dice
[20:09] <+MarkWalker> let me explain action points
[20:10] <+MarkWalker> at the beginning of each turn of combat all characters roll their Speed and Intelligence dice
[20:10] <+MarkWalker> the sum of these dice are your Initiative Points
[20:11] <+MarkWalker> the higher the better, and that determines when you go
[20:11] <+MarkWalker> But…
[20:11] <+MarkWalker> the number of successes determines how many Actions you get
[20:11] <+MarkWalker> make sense
[20:11] <+MarkWalker> ?
[20:12] <+Dynvir> Oh wow, that’s cool and kind of scary!
[20:12] <+MarkWalker> so…
[20:12] <+MarkWalker> let’s say you attack Russian Rifleman who had rolled 2 Action points for this round
[20:15] <+MarkWalker> If you rolled two hits on the Russian and he failed his free dodge roll, he might spend 1-2 action points to roll his dodge dice (if he had two dodge dice for this character). If he spent 2 actions and dodged the attack, he would still not be able to do anything else for the rest of the turn. So, you would have pinned him down, so to speak.
[20:15] <+MarkWalker> make sense?
[20:16] <+MarkWalker> done
[20:16] <+Dynvir> That’s great! So the GM definitely has to be on their toes to improvise combat (narratively)
[20:16] <~Dan> Re-reading to make sure I’ve got that.
[20:16] <+Dynvir> ^^^same 🙂
[20:17] <+MarkWalker> In practice it’s very easy to track
[20:18] <+MarkWalker> you can place a d6 next to each character that indicates how many action points they have remaining… or use the markers that come in the game
[20:18] <~Dan> Okay, that makes sense. That’s a good way to simulate one side having the advantage.
[20:19] <+MarkWalker> Now things like werewolves have great speed dice, (not so much with intelligence) so they go early in the turn and often have more actions than the humans they face
[20:19] <~Dan> I think this question got lost a while back… How is weapon damage rated?
[20:19] <+MarkWalker> By the number of wounds the weapon inflicts
[20:20] <+MarkWalker> also, at close range different weapons provide a die bonus
[20:20] <+MarkWalker> at long range they have die penalties
[20:20] <~Dan> To hit, or to damage?
[20:20] <+MarkWalker> let’s say your Shooting ability is 2d6
[20:20] <+MarkWalker> to hit
[20:20] <~Dan> Gotcha.
[20:20] <+MarkWalker> which will affect damage
[20:21] <+MarkWalker> and you have a M-16
[20:21] <+MarkWalker> at short range you add another D6 to your roll
[20:22] <~Dan> Does the degree or number of successes affect damage?
[20:22] <+MarkWalker> if you have a submachine gun, your short range is much shorter than an M16, but you add 1D8 to your to hit roll
[20:23] <+MarkWalker> well, yes. Because each success inflicts the number of wounds that the weapon or spell is rated for
[20:23] <+MarkWalker> and there are crits
[20:23] <+MarkWalker> which inflect an additional wound
[20:23] <+MarkWalker> done
[20:24] <+MarkWalker> back to dodge
[20:24] <~Dan> Understood, re: damage.
[20:24] <+MarkWalker> some spells can only be dodged with the Ability used to cast them
[20:26] <+MarkWalker> for example
[20:27] <+Dynvir> And that 1D8 is only effective if it’s a 4 or greater?
[20:27] <+Dynvir> It’s not additional damage?
[20:27] <+MarkWalker> yes
[20:27] <+MarkWalker> spells and doges…
[20:27] <~Dan> (Welcome to #rpgnet, Guest87!)
[20:28] <+MarkWalker> for example, the Charisma Kicker “Control” may only be dodged by using your Will or Intelligence dice.
[20:28] <+MarkWalker> done
[20:29] <~Dan> How aware are people of the supernatural?
[20:29] <+MarkWalker> It varies, but in general they are about as aware as we are
[20:30] <+MarkWalker> so… pretty incredulous
[20:30] <+MarkWalker> obviously, as a campaign goes on more weird stuff is encountered
[20:31] <+MarkWalker> and I think that is one of strong suits of the game
[20:31] * ~Dan nods
[20:31] <+Dynvir> Can one play as a supernatural creature? I.e. Katarina? Or is she an NPC?
[20:31] <+MarkWalker> Yep
[20:32] <+MarkWalker> Not necessarily Kat
[20:32] <~Dan> What supernatural creatures are available to play?
[20:32] <+MarkWalker> She would be a very powerful Vampire Lord
[20:32] <+MarkWalker> Starting out, there are player versions of the Vampire and Werewolf
[20:33] <+MarkWalker> they are weaker than the NPC versions
[20:33] <+MarkWalker> otherwise stuff would be unbalanced
[20:33] <+MarkWalker> so, let’s just say that they are newly turned
[20:33] <+MarkWalker> There is a 1-2 night campaign that comes with the rules
[20:33] <+MarkWalker> in it
[20:34] <+MarkWalker> six characters want to escape a Russian POW camp
[20:34] <~Dan> (Welcome to #rpgnet, Guest59!)
[20:34] <+MarkWalker> Unbeknwonst to any but themselves one is a vamp, one is a lycan
[20:35] <+MarkWalker> Unbeknwonst =Unknown
[20:35] <+MarkWalker> if either reveals itself, they are going to have a tough time with the other
[20:36] <+MarkWalker> let alone the doctor who is a Christian fundamentalist
[20:36] <+MarkWalker> done
[20:37] <~Dan> And I take it that the PCs can be spellcasters?
[20:37] <+MarkWalker> Oh yeah
[20:38] <+MarkWalker> for example there are Faith-based spells under the Intelligence ability. First you must master the “Faith” Kicker then you can learn Kickers that let you heal, throw a bolt of Light and other odities
[20:38] <+MarkWalker> Witches… or PCs
[20:39] <+MarkWalker> can master Will spells that let them raise the dead
[20:39] <~Dan> If the supernatural just showed up due to the war, how has anyone had time to learn how to use magic?
[20:39] <+MarkWalker> call “The Summoned( creatures from a paralell universe, and more)
[20:39] <+MarkWalker> There are even Psionics
[20:39] <~Dan> (Welcome to #rpgnet, Capn!)
[20:40] <+Capn> Hi
[20:40] <~Dan> (Here for the Q&A?)
[20:40] <+MarkWalker> It’s like a crack in our reality that has made these powers accesible to those that take the time to learn them.
[20:40] <+Capn> Yes, a bit on the late side
[20:40] <~Dan> (No worries!)
[20:41] <~Dan> Right, but how long does it take to learn magic?
[20:41] <+MarkWalker> Of course beings such as Witches have had magic since the beginning of time
[20:41] <+MarkWalker> In game terms?
[20:41] <~Dan> Ah, so the supernatural was already around to some degree prior to the war?
[20:42] <+MarkWalker> perhaps by the third session, if you focus on it, you can learn the beginning spells or Psionics
[20:42] <+MarkWalker> of
[20:42] <+MarkWalker> course
[20:43] <+MarkWalker> in the same way that witches, lycan, and vampire might be around now
[20:43] <+MarkWalker> who knows?
[20:43] <+MarkWalker> but the war’s bloodshed has drawn them to it
[20:44] <+MarkWalker> done
[20:44] <+MarkWalker> Hi Capn
[20:44] <+Capn> Hi Mark!
[20:44] <~Dan> Is the supernatural focused in Europe, or is it a worldwide phenomenon?
[20:44] <~Dan> Capn: If you have any questions, fire away!
[20:44] <+Capn> So is the crack in our reality a doorway to a parallel universe?
[20:45] <+MarkWalker> worlwide, but that isn’t addressed in this first module
[20:45] <~Dan> (wb, Dynvir)
[20:45] <+Dynvir> Sorry, I had to change locations! (housesitting)
[20:45] <+Capn> Hi Dynvir!
[20:45] <+MarkWalker> yes, Capn, you could look at it that way
[20:46] <+MarkWalker> But understand
[20:46] <+MarkWalker> It’s not like these things didn’t exist
[20:46] <+MarkWalker> For example
[20:47] <+Dynvir> Hey Capn!
[20:47] <+Capn> Will it be possible in the future to take the fight over into that realm?
[20:47] <+MarkWalker> there is a werewolf clan in both Dark War and Retribution that existed before the war… but the chaos of war has crashed into it, making the clan fight humans for its own life
[20:47] <+MarkWalker> Capn… perhaps
[20:48] <+MarkWalker> and think about vampires
[20:49] <+MarkWalker> in a peaceful, civilized society it is very hard to be a vampire, but in the chaos of war they need not be so secretive, so choosy with their victims
[20:49] <+Capn> So is it possible that many ancient occults lingering in the shadows like vampires could be awakend by this new rift?
[20:49] <+Dynvir> Maybe a mash up with Night of Man? 🙂 the aliens attack too?
[20:50] <+Capn> Ancient Aliens!
[20:50] <+MarkWalker> Ha, probably not, Denver
[20:51] <+MarkWalker> done
[20:52] <+MarkWalker> Capn… your previous question… yes, they could
[20:52] <~Dan> To what degree do you cover vehicles?
[20:52] <+MarkWalker> Not at all
[20:52] <+MarkWalker> but…
[20:53] <+MarkWalker> In both of the campaigns I’ve run, with different groups, there were vehicles.
[20:53] <+Capn> Will you be looking to expand on the combat and skills system in the future? Add more spells, abilities and weapons?
[20:54] <+MarkWalker> In one situation the party was in a Saab being chased by a pair of motorcyclist… those situations you just wing as a GM
[20:54] <~Dan> So you don’t have rules for tanks or jets or the like?
[20:54] <+MarkWalker> Capn… expanding depends on the reception.
[20:55] <+MarkWalker> I could have written a novel, and designed a couple of games in the time it took to design this RPG
[20:55] <+MarkWalker> 🙂
[20:55] <+Dynvir> But its worth it, right? 🙂
[20:55] <+MarkWalker> Dan… on vehicles…
[20:56] <+MarkWalker> this just isn’t the scale to have T-72s blasting Abrams. 🙂
[20:56] <+Capn> I understand. We started work on our own RPG back in 81 and we are still changing it and tweaking it. Folks still playing it too.
[20:57] <+MarkWalker> Dynvir… of course… I have had a lot of fun playing this game with a lot of people.
[20:57] <+Dynvir> Is it not the nature of RPGs to be alive and constantly evolving?
[20:57] <+Capn> Vehicles in an RPG that’s people focused it a bit rough. Needs to be highly abstracted and easy to utilize in the times it is needed.
[20:57] <+MarkWalker> I think so
[20:57] <+MarkWalker> I worked through three combat systems to get to this final iteration
[20:58] <~Dan> Has either side resorted to nukes?
[20:58] <+Capn> @Dynvir – Yes
[20:58] <+MarkWalker> Not as of the release of this set of Core Rules
[20:59] * ~Dan nods
[20:59] <+MarkWalker> in the novels, there is a third titled, Everyone Dies in the End. It is set in America after a limited nuclear exchange.
[20:59] <+Capn> That was a good read!
[21:00] <+MarkWalker> Thanks… it was fun to write.
[21:01] <+Capn> The big question. Are you going to have copies of Dark Wars at Origins and are you planning on playing it while you are there?
[21:01] <~Dan> You say that this is a skirmish game as well as an RPG… Do you have skirmish-specific rules, or do you just use the standard combat rules?
[21:02] <+MarkWalker> I hope do. The printer has significant problems with his die-cut machine. It has really delayed production.
[21:03] <+MarkWalker> Dan… there are three skirmish specific scenarios that come with the game and use the map supplied with the game. Uses the standard combat rules.
[21:04] <+Dynvir> But there is also room for narrative driven combat? (sans battle mat)
[21:04] <+MarkWalker> of course
[21:04] <+MarkWalker> I think both forms are fun
[21:05] <~Dan> (Welcome to #rpgnet, Guest65!)
[21:05] <+MarkWalker> as a GM, if I want to keep the story moving, I resort to narrative combat
[21:05] <+MarkWalker> you still roll the dice, but don’t places minis, etc
[21:05] <+MarkWalker> Hi Guest 65
[21:05] <~Dan> How tough are starting characters?
[21:06] <+Capn> You could use a grid map and dry erase markers for some fights I would think.
[21:06] <+MarkWalker> tough even to survive unless the players make dumb combat choices. 🙂
[21:06] <+MarkWalker> @Capn… I have dome that
[21:07] <+MarkWalker> you can use squares, hexes, dry erase markers, or minis with miniatures terrain
[21:07] <+MarkWalker> @dan
[21:07] <+Capn> All the good DnD standards
[21:07] <+MarkWalker> the charcters have Soask points
[21:07] <+MarkWalker> 3 to start
[21:08] <+Capn> Soak
[21:08] <+MarkWalker> that is how many wounds you can take without adverse effects
[21:08] <+MarkWalker> after the Soak is gone, each wound removes a die from your attributes
[21:08] <+MarkWalker> you cannot take the last die from an attribute or you are down
[21:09] <+MarkWalker> done
[21:09] <+Capn> How is initiative done in combat?
[21:12] <+MarkWalker> @Capn… characters roll their Speed and Intelligence dice. The Sum decides when they go. The # of successes determines how many actions they have
[21:12] <~Dan> Do you include a bestiary, and if so, how extensive is it?
[21:12] <+Capn> Okay, Thanks.
[21:12] <+MarkWalker> yes
[21:12] <+MarkWalker> there is a bestiary
[21:14] <+MarkWalker> a few dozen characters/paranormal entities
[21:14] <+MarkWalker> plus six pre-generated characters for the included one-off
[21:14] <+MarkWalker> done
[21:15] <+Capn> Goodnight folks. Mark and Dynvir, I hope to be able to play the game with you guys at Origins. Time for me to catch my rocket-scientist sleep so I can do things at work in the morning.
[21:15] <+Capn> Thanks for hosting Dan!
[21:16] <+Dynvir> Good chatting with you @capn ! See you in a couple weeks!
[21:17] <+MarkWalker> Night, Capn
[21:17] <+GKG_Alan> hi.
[21:17] <+MarkWalker> Hi
[21:17] <+MarkWalker> We’re discussing Dark War
[21:19] <+GKG_Alan> Excellent!
[21:20] <+Dynvir> What are some of your favorite beast you created?
[21:20] <+MarkWalker> have you heard of the RPG?
[21:20] <+Dynvir> beasts*
[21:21] <+MarkWalker> The Rabid
[21:21] <+GKG_Alan> MarkWalker – Yup! I’m up to speed
[21:22] <+MarkWalker> Keep in mind that witches can open portals
[21:22] <~Dan> (Howdy, GKG_Alan!)
[21:22] <+MarkWalker> through them they pull creatures called The Summoned…but
[21:23] <+MarkWalker> Although The Rabid come from the altered dimension they are not summoned
[21:23] <+MarkWalker> they are sort of like the zombies from 28 Days
[21:24] <+MarkWalker> fast
[21:24] <+MarkWalker> vicious in melee
[21:24] <+Dynvir> Sounds awesome.
[21:24] <+MarkWalker> but hey, a bullet will stop them
[21:25] <+MarkWalker> werewolves and vampires are fun too
[21:25] <+MarkWalker> very difficult to balance in game terms
[21:25] <+MarkWalker> you want them to scare the players, but you don’t want to kill everyone off. 🙂
[21:25] <+djones> I don’t?
[21:26] <+djones> Dang it.
[21:26] <+MarkWalker> ha
[21:26] <+CapnDarwin> Do you have supporting NPCs aka red shirts?
[21:26] <+MarkWalker> if you kill everyone, they won’t come back for the next session
[21:26] <+MarkWalker> sure
[21:27] <+MarkWalker> in the one-off there is a supporting NPC that helps the players get the drop on a Russian guard
[21:28] <+MarkWalker> but if the players so chose they can try to charm the guard, distract the guard, or just attack him
[21:28] <+djones> I know nothing about your game. However…
[21:28] <+djones> I’m all for werewolf Vs tank as a concept. your design art is awesome
[21:28] <+MarkWalker> remember one of the pre-gens for the one-off is a Lycan… she could handle the guard easily, but there will be repercussions if she reveals herself
[21:29] <+MarkWalker> thanks, djones
[21:29] <+MarkWalker> that’s actually taken from a scene of my novel Retribution
[21:30] <+MarkWalker> folks I can do about 5 more mins…any other questions?
[21:30] <+djones> It is, after all, an age old question. Who wins, Werewolf or Auf Panzer IV.
[21:30] <+MarkWalker> well, there are no PzIVs in WW3
[21:30] <+CapnDarwin> The Easy 8 wins
[21:31] <+MarkWalker> but… if the tank stays buttoned, the wolf can’t kill the crew
[21:31] <+MarkWalker> The Easy 8 always wins
[21:32] <+CapnDarwin> Thanks for the Q and A. Have a good evening.
[21:32] <+MarkWalker> @Capn… yes, I’ll run a skirmish or two at Origins
[21:32] <+Dynvir> Thank you!
[21:32] <+Dynvir> Zzz time 🙂
[21:32] <~Dan> Any final thoughts before we wrap up?
[21:32] <+MarkWalker> Thank you!
[21:33] <+MarkWalker> I appreciate everyone who showed up.
[21:33] <+CapnDarwin> @Dynvir pet the dog goodnight
[21:33] <+Dynvir> Capn haha I already put them to sleep! I will check on them in the morning too. Thanks!
[21:34] <~Dan> Usual reminder: Gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/
[21:34] <+MarkWalker> On final thoughts… I hope Dark War is unique to players
[21:34] <~Dan> Now give me just a minute, and I’ll get the log posted and link you! (I’ll let you finish your thoughts first.)
[21:35] <+MarkWalker> it is very accessible, simple combat system, yet it has meat on the bones. Pleanty of material to RPG with, but easy to just play a skirmish game.
[21:35] <+MarkWalker> done
[21:35] <+MarkWalker> 🙂
[21:35] <~Dan> Thanks, MarkWalker!
[21:35] <+MarkWalker> sure, Dan, thanks.
[21:35] <~Dan> Just a moment while I get you that log…
[21:35] <+MarkWalker> I’m gonna punch out