[11:02] <+PeteWW-Triumvene> Hey, I’m Pete Watson-Wailes, from slightly overcast Hereford, in the UK. I’m a professional marketer and technologist by trade, and a long-time fan of tabletop RPGs. The game I’m here to talk about is Triumvene, a long-term pet project, which started about 18 months ago, and is now live on Kickstarter. It’s designed to address three challenges in the TTRPG
[11:03] <+PeteWW-Triumvene> space: being newcomer-friendly, not just to people who haven’t played a TTRPG, but to people outside the geekdom space generally, being an inspiration for lore, so the players can co-create the world they inhabit, and being multi-group friendly, to enable play between multiple groups simultaneously
[11:05] <+PeteWW-Triumvene> The big theme of the work is that of choice, consequence and responsibility. We examine it over and over through the lens of social construct, technology, politics, personal relationships, truth and deceit, family… All the parts of the human condition basically. It’s designed to be combat-light, to give greater focus to the roleplay aspect of the game
[11:05] <+PeteWW-Triumvene> That’s the high level overview
[11:05] <~Dan> Ready for questions?
[11:06] <+PeteWW-Triumvene> Also, as a side note, congrats to :SuperAge_Jeff on SuperAge, which has just successfully closed its Kickstarter!
[11:06] <+PeteWW-Triumvene> Dan: Indeed!
[11:06] <~Dan> 🙂
[11:06] <~Dan> Thanks, PeteWW-Triumvene! The floor is open to questions!
[11:06] <+Sandworm> Am I correct in thinking this is a multi-genre game?
[11:06] <~Dan> What can you tell us about the setting?
[11:07] <+PeteWW-Triumvene> Sandworm: It sort of depends how you define genre. It looks like we’re going to hit our stretch goal, so I’ll unpack this a little more than otherwise
[11:07] <+Sandworm> Can you elaborate on that a little more?
[11:07] <+PeteWW-Triumvene> Basically, the game takes place across three Planes; one is industrial revolution in period, one is high fantasy, and one hard sci-fi, so from that perspective, yes, it’s cross genre
[11:08] <+Sandworm> Okay. How is it not cross-genre?
[11:08] <~Dan> (Howdy, EggEmbry!)
[11:08] <+EggEmbry> (How do, Dan?)
[11:09] <~Dan> (Doing well, thanks!)
[11:09] <+Sandworm> (Hiya EggEmbry)
[11:09] <+PeteWW-Triumvene> However, if you were looking at it from a thematic perspective, then it’s essentially a single genre – it’s fundamentally a Dickens/Huxley/Austin/Waugh style social commentary. That’s the big theme, it just so happens to take place in different settings that let different lenses be brought to it
[11:10] <+EggEmbry> (Hi, Sandworm!)
[11:10] <+PeteWW-Triumvene> So whilst it’s certainly cross-genre in settings, in theme and play, it’s pretty consistent in that way
[11:10] <+PeteWW-Triumvene> I hope that makes some sense
[11:10] <+Sandworm> It does, thank you.
[11:11] <~Dan> PeteWW-Triumvene: Sort of like if you had a setting that involved dimension-hopping from a gritty steampunk setting to a gritty cyberpunk setting?
[11:12] <+PeteWW-Triumvene> In terms of each individual setting, I wanted to be able to unpack a lot of the questions we see in the world today, in a de-politicised way. So taking Golden Plane, one of the problems they’re facing is that the god of their world made everyone live at the most healthy age permanently, eradicated disease, and created high magic. The problem is, there’s
[11:13] <+PeteWW-Triumvene> limited space on their world, so whilst it appears outwardly like this utopian dream, you get horrible repercussions to it. How do you handle reproduction rights, if there’s not enough space to go around? What do you do with your time, if it could potentially never run out? What does wealth mean, if you can simply have anything you want by wishing it
[11:13] <~Dan> Huh…
[11:14] <+RayM> So, the game is a kind of.. social commentary on the current state of affairs?
[11:14] <+PeteWW-Triumvene> So the experience in that setting looks at questions around value and worth, what a fulfilled life looks like, what constitutes happiness and contentment and a feeling of being fulfilled? Which I think in today’s society is particularly compelling. The idea that if you just have enough material stuff you’ll be happy is so prevalent
[11:15] <+PeteWW-Triumvene> Or if you have the perfect job/partner/children/etc, then you’ll be happy. That plane gives a perfect lens to examine those sorts of questions
[11:15] <+PeteWW-Triumvene> RayM: totally. It’s sort of like TOS and TNG era Star Trek in a way – it’s social commentary, but you don’t notice it because it doesn’t shove it down your throat
[11:15] <~Dan> What are the other two planes like?
[11:16] <+PeteWW-Triumvene> So the aim is that people should examine these sorts of questions and concepts, without realising that’s what they’re doing, or without the subject becoming dry
[11:16] * ~Dan nods
[11:16] <+PeteWW-Triumvene> Because whilst if you’re Oxbridge students, you might like to sit around for 4 hours debating the meaning of life, most people don’t want to do that, and it’s pretty abstract
[11:16] <+PeteWW-Triumvene> But if you can personalise and contextualise that, then that’s something people can grapple with and enjoy a bit more
[11:18] <+PeteWW-Triumvene> Dan: great question. The other two are respectively Midplane, an industrial revolution period setting, which examines questions of social mobility and migration, and classism, and Phyverse, a hard science-based setting with no magic, which examines questions around our relationship with technology, corporate power and responsibility, governmental structures
[11:19] <+SuperAge_Jeff> so how does this affect play? We are talking about a group game that must alow for agency of the players at some level, yet bring/ allow/ force upon them these question?
[11:19] <+PeteWW-Triumvene> The other side of it is that it shines a light on the universality of the human condition – that no matter the peoples or settings or places, the struggles people face and the questions of life remain the same. Everyone wants to have a happy life, to be healthy and have good friendships and a loving family and so on
[11:20] <~Dan> Do the planes have their own “rules”? For example, does high tech quit working on Golden and magic quit working on Phyverse?
[11:20] <+RayM> So what message are you trying to get across in the commentary, then? How do the planes converge in idealistic terms to tell a story about our current world? And do you put these opinions into the mechanics somehow? And does the plane that “shines light on the human condition” also illuminate the “bad” parts?
[11:21] <+PeteWW-Triumvene> It’s very much a group game. The play style is GM-led, with the GM introducing characters and setting scene, and the players responding. The game ships with a 3 arc, 15 scene campaign, which takes the players through each Plane, and presents a single, coherent narrative, with which the players can engage or not as they wish
[11:21] <+SuperAge_Jeff> so teh experience is curated?
[11:22] <+PeteWW-Triumvene> There’s also a bank of around 100ish events, which you can basically thing of as plot hooks to point the players at an interesting idea, which they can explore or not
[11:22] <~Dan> (Howdy, FreeGamer!)
[11:22] <+Sandworm> What happens if everyone doesn’t have any interest in your events or plot hooks and goes off after the red herrings?
[11:23] <+PeteWW-Triumvene> It’s highly improv-heavy from the GM side in my experience, although others may find that different depending on GM style. It’s somewhat akin to running a published adventure from WotC. Something like Storm King’s Thunder would be a good example, in that there’s a loose framework to base things off, but if the players decide, “hey, let’s go fishing”, then
[11:23] <+PeteWW-Triumvene> that’s cool too. The campaign is structured more as a timeline of what’s happening in the various worlds, rather than something the players are forced to do
[11:23] <+Sandworm> So you’re relying quite heavily on the GM to pick up the creative slack on this one?
[11:24] <+PeteWW-Triumvene> So if the players decide they’re going to the circus, then you all go to the circus
[11:24] <+PeteWW-Triumvene> The GM sits in the role of facilitator, more than a fiat role, dictating what has to happen
[11:25] <+Sandworm> Sure, as most GMs do, but you’re expecting them to adapt to whatever the players want to do within your framework, correct?
[11:25] <+PeteWW-Triumvene> The aim is that players should pick up the creative slack more than the GM ideally. Mechanically, players are encouraged to tell the group what they know about any place they visit, who they know there, why they’ve been there before and so on
[11:25] <+Sandworm> So they need to become an expert on whatever plane people are based in, in order to run the game?
[11:25] <+Sandworm> Oh, that’s interesting…
[11:25] <+PeteWW-Triumvene> The idea being that the group should co-create the lore as they play, rather than the game or the GM dictating to them what it’s like
[11:25] <+Sandworm> How do you deal with the players who didn’t read the background?
[11:27] <+PeteWW-Triumvene> If they’re solid at improv, then they can run with it. If not, it’s trickier. However, in my experience, if you’re GMing for a group, there’s a social contract in place there; I’m going to give you a fun time and a solid story, and you’re going to do the reading beforehand so you can play
[11:27] <+PeteWW-Triumvene> If they’re not doing their part, it’s tricky, for sure
[11:27] <+SuperAge_Jeff> so how do you integrate teh world themse that you are professing with the play of the game?
[11:27] <+SuperAge_Jeff> im a player what do i do?
[11:27] <+SuperAge_Jeff> ^what sandworm said
[11:28] <~Dan> PeteWW-Triumvene: Did you see my earlier question about the “rules” for each plane?
[11:28] <+PeteWW-Triumvene> Dan: I did – I’ll come back to that in a minute
[11:28] <~Dan> No worries!
[11:29] <+PeteWW-Triumvene> The event hooks act as triggers for that. For example, in one scenario, the group can be approached to help deal with a succession crisis. It’s inspired by the death of Henry VIII and the following reign of Edward VI, and the players are asked to help set up a regency from a group of candidates
[11:30] <+PeteWW-Triumvene> How they go about that is entirely up to them. I’ve seen groups literally roll dice and go “It was a 7. It’s her”, cue pointing at the new regent, which is totally valid, to groups taking 3 hours debating the various merits of different methods of choosing who should have absolute power in a country, and whether they should intentionally sabotage it to help
[11:30] <+PeteWW-Triumvene> progress the society and so on
[11:31] <+Sandworm> Do you find that the random selection method really leads the group to question the social things you want them to think about when playing the game? To me, that would surely defeat the point.
[11:31] <+PeteWW-Triumvene> Dan: In answer to your earlier question, very much so. Technology can work anywhere, but magic being available and varied in utility to an individual is limited to the Golden Plane. There’s some magic on Midplane, but it’s not something generally that you want to get (you only have it as a result of being triggered in some way, which can be good or bad)
[11:31] <+Sandworm> *To me that would surely seem to defeat the point (sorry)
[11:32] <+PeteWW-Triumvene> So something from the Golden Plane can come to Midplane and be near Godlike, but equally someone from Midplane could end up on the Golden Plane and be the greatest scientific mind, because they understand water evapourates
[11:33] <+PeteWW-Triumvene> There’s no magic at all in Phyverse, and they’ve got space stations and limited FTL, so they’re vastly more capable. It’s like the Harry Potter thing of that the muggles have no magic, but they’re the ones walking on the moon, not the wizards
[11:33] <~Dan> So what keeps Phyverse from overrunning Midplane with their superior technology?
[11:34] <+Sandworm> Plane movement – does that mean that players still have magic if they move to Phyverse? So, for example, if a character is a magic build and goes to Phyverse, are they totally powerless to the point of unplayability?
[11:34] <+PeteWW-Triumvene> Sandworm: Don’t get me wrong, it’s entirely possible for the group to not engage with any of the themes at all, if they don’t want to. In the same way as in something that DnD, people can go “I want to use my Perception to look for traps”, rather than roleplaying it
[11:35] <+PeteWW-Triumvene> It nudges you to think about these sorts of things, rather than forcing it, if that makes sense
[11:35] <+Sandworm> PeteWW-Triumvene Sure, but I wouldn’t say that roleplaying looking for traps is a central theme of the mission statement of D&D…
[11:35] <+SuperAge_Jeff> (i never thought there was another way to use perception in DnD than what you described)
[11:35] <+PeteWW-Triumvene> Sandworm: If someone goes to Phyverse and has magic, they don’t anymore, would be the simple answer. They’d have to use their other talents to make their way in the world
[11:36] <+Sandworm> So you can end up with a massive power imbalance in the party. How do you handle that mechanically to make the player not feel totally useless?
[11:36] <~Dan> Yeah, seems like the Phyverse guys are in the best position in that regard.
[11:37] <+PeteWW-Triumvene> However, the balance comes from that magic isn’t all-powerful, and that combat isn’t a focus for the game, so you can totally have a group where there’s one or two people with magic, and the others don’t have it, and it’s not unbalanced
[11:37] <+PeteWW-Triumvene> I think this is probably a good place to talk about how we’re handling magic, as that’d help clear up some things here
[11:38] <+Sandworm> So combat is basically off the table? Because, otherwise, if you’re a magic-based combat character and you ever get into combat in Phyverse (say another party member is aggressive), you have no choice but to hide.
[11:38] <~Dan> Actually, before you do that, perhaps we should cover the basic system?
[11:38] <+PeteWW-Triumvene> Dan: Sure, that makes sense
[11:38] <~Dan> Okay. First, can you post the link to your character sheet?
[11:38] <+PeteWW-Triumvene> Sandworm: I’ll come back to that later, but no, combat isn’t off the table
[11:38] <+SuperAge_Jeff> (dan’s good at moving through in an organized manner)
[11:38] <~Dan> (Not my first rodeo. 😉 )
[11:38] <+PeteWW-Triumvene> Sure. (Link: http://triumvene.com/media/pdfs/character_sheet.pdf)http://triumvene.com/media/pdfs/character_sheet.pdf
[11:39] <~Dan> Hmm… Interesting.
[11:40] <+Sandworm> What sorts of dice do you use?
[11:40] <~Dan> Is “Class” social, or is it like fighter/mage/thief/cleric?
[11:40] <+PeteWW-Triumvene> The system is at its heart a d12 + modifiers. Task difficulty exists on a sliding scale of 0-48, where 0 is something you wouldn’t have to roll for, 12 is moderately complex but doable for a normal person, 24 would be challenging for a trained person, 36 would be very hard, even for a specialist, and 48 is basically impossible
[11:41] <+Sandworm> Why d12, our of interest?
[11:41] <+PeteWW-Triumvene> Class – the latter. Noble, politician, soldier, spy, leader etc
[11:41] <+Sandworm> *out of interest
[11:42] <+PeteWW-Triumvene> Basically because it makes the maths easy, and mathematically it’s a more useful number than most of the other common die
[11:42] <~Dan> You know, you’re the fourth d12-based game we’ve had recently. The d12 seems to be on the upswing. 🙂
[11:43] <+PeteWW-Triumvene> It divides by 2, 3, 4 and 6, it’s easy to multiply, it’s getting slightly more common at the minute, people will have some if they’ve played DnD…
[11:43] <+Sandworm> It’s just that I thought it was an interesting choice – this game is particularly aimed at people who don’t roleplay and most won’t go out and buy a d12 first.
[11:43] <+Sandworm> Do the modifiers sometimes divide your roll value?
[11:44] <+PeteWW-Triumvene> Yeah, basically
[11:44] <+Sandworm> Okay, but a d12 can roll a 7, which doesn’t divide by any of those numbers.
[11:44] <+PeteWW-Triumvene> Sure, but you’d have that issue on any die
[11:44] <+Sandworm> So I’m confused how rolling a d12 helps – I’m not trying to be difficult, just trying to figure it out – there’s not really any info on the rules in your Kickstarter.
[11:45] <+Sandworm> I agree, but you’re saying you chose a d12 because 12 divides… I feel like I’m being dumb, missing a point here!
[11:45] <+PeteWW-Triumvene> It’s not something I figured most people would be interested in is the simple answer with that
[11:45] <~Dan> Is this an attribute + skill system? It looks like it might be, but I can’t tell for sure based on the character sheet alone.
[11:46] <~Dan> (Howdy, Viktyr!)
[11:46] <+PeteWW-Triumvene> So for example, you can get a 6 out of a d12 by saying divide by 2 and round up, or a d4 with divide by 3 and round up etc. Probably 80%+ of rolls are a d12, but on the occasions where it’s not, I didn’t want to make people have to have a whole bunch of dice
[11:46] <~Dan> (Current topic: (Link: https://www.kickstarter.com/projects/petewailes/triumvene-a-narrative-focused-rpg-by-pete-watson-w/description)https://www.kickstarter.com/projects/petewailes/triumvene-a-narrative-focused-rpg-by-pete-watson-w/description)
[11:47] <+PeteWW-Triumvene> So with some reasonably basic maths, you can get all the other dice you’d need on the rare occasion you’d need one
[11:47] <+Sandworm> Okay, I can see that.
[11:48] <+PeteWW-Triumvene> Equally, it allows people to play with a d6 and a friendly GM. You could in theory run with a d6 by halving every value in the game if someone wanted to, it’d just be slightly less precise
[11:49] <+PeteWW-Triumvene> Most people will have a d6 if nothing else, so even if you just grab the PDF and you’ve never played a TTRPG, you should be able to vague get started, and add in the precision of having a greater scale later
[11:49] <+PeteWW-Triumvene> But it’s designed to allow for more precision than that, hence d12 as standard
[11:49] <+PeteWW-Triumvene> Dan: yeah, attribute + skill
[11:50] <~Dan> Cool. So let’s do something basic… How would one roll to jump over a gap of some sort?
[11:50] <+PeteWW-Triumvene> Professions gives a flat boost, Skills are more variable, from a +2 to a +12, depending on the level of training and so on
[11:50] <+PeteWW-Triumvene> So that’d be a flat Fitness roll, unless you’ve got a Skill in something that could aid it
[11:51] <+PeteWW-Triumvene> So let’s say you’ve got a Fitness of 10, you’d roll a d12, add 10 and give the GM the result
[11:51] * ~Dan nods…
[11:51] <+Sandworm> Is there a specific Skill List, or is it flexible to whatever the player wants?
[11:51] <+PeteWW-Triumvene> The GM would set the roll target based on how far the jump is for how challenging a jump it is
[11:51] <~Dan> So it’s Attribute + Profession (if applicable) + Skill?
[11:52] <+PeteWW-Triumvene> There’s a set list, but it also includes a note on that if you can think of it and tie it to either Knowledge, Diplomacy or Fitness, and your GM agrees, then go for it
[11:52] <+PeteWW-Triumvene> Yup
[11:52] <~Dan> I see… So how does combat work?
[11:53] <+PeteWW-Triumvene> So if your Profession was Gymnast, and you had a Skill in Vaulting, and you’re a creature built for Fitness-related things, you could potentially start stacking lots of bonuses to help make the task easier
[11:53] * ~Dan nods
[11:55] <+PeteWW-Triumvene> I designed combat to work as narrative. My biggest issue with something like D&D is the way everyone has to wait their turn to do a thing. It turns the game into multiple turns turn based strategy, where players (particular new ones in my experience) can easily get bored when it’s not there go
[11:55] <+PeteWW-Triumvene> So I’ve created a system around two phases, Command and Execution
[11:55] <+PeteWW-Triumvene> In Command, the group discuss what they’d like to try and do in the combat. It mimics them calling out to each other, their shared experience allowing them to work together and so on
[11:56] <+PeteWW-Triumvene> Once they’ve decided what they’re trying to do, the GM narrates what happens and how that plays out in the Execution phase
[11:56] <+PeteWW-Triumvene> That parts lasts for a maximum of 12 seconds of combat, or until the group call a halt and start another Command phase
[11:57] <+Sandworm> How do you solve the problem with quieter players being ignored, so they don’t get any chance to do anything at all if they don’t have a Combat Turn (particularly a problem for new players who are unsure, I find)?
[11:59] <+PeteWW-Triumvene> Great question. Part of it is that the game has the concept of a Conversation Token and a Blacklist Token. Essentially, whenever the former played, everyone else has to be quiet and listen to the player with it on the table. Blacklist tokens are played to say a subject needs to be dropped
[11:59] <~Dan> Interesting system.
[11:59] <+PeteWW-Triumvene> The latter is there for people to be able to have an instant, no questions asked out for any subject they’re not comfortable with
[12:00] <+Sandworm> What stops someone (a more toxic player) from endlessly playing blacklist tokens to get their way?
[12:00] <+PeteWW-Triumvene> The former is to allow players to be able to hold the floor a moment, if they’re quieter or less confident, without having to physically shout down everyone else or interject in another way
[12:00] <+PeteWW-Triumvene> Basically, that if they did that, they’d get kicked from the group
[12:01] <+PeteWW-Triumvene> If someone wants to do that, fine, but they can find another group. (Link: https://triumvene.com/blog/the-usual-disclaimer/)https://triumvene.com/blog/the-usual-disclaimer/ applies
[12:01] <~Dan> (wb, SuperAge_Jeff)
[12:01] <+PeteWW-Triumvene> “As long as everyone is having fun and rolling dice, everything else is gravy.”
[12:02] <~Dan> How is armor and weapon damage handled?
[12:02] <+PeteWW-Triumvene> Armour has HP, a resistant to three types of damage (Blunt, Slashing and Piercing), and potentially effects
[12:03] <+PeteWW-Triumvene> So an ability to help players Block, or to give them a bonus to Stealth, or a debuff on Speed (tied to a creature’s People)
[12:04] <+PeteWW-Triumvene> Weapons do damage as a function of their Size, Quality and Type. Larger weapons do more damage, better quality similarly, and firearms do more than hand-to-hand weapons
[12:04] <+PeteWW-Triumvene> Defending takes the form of Parry, Dodge or Block, with advantages and disadvantages to each, depending on what weapon is facing what
[12:04] <~Dan> And how is damage rated? Hit points? Wounds?
[12:05] <+Sandworm> Why would anyone carry anything other than a sword?
[12:05] <+PeteWW-Triumvene> Rock Paper Scissors sort of thing
[12:05] <+Sandworm> *anything other than a firearm
[12:05] <+Sandworm> Why would you ever use a sword?
[12:06] <+PeteWW-Triumvene> Limited ammunition, disadvantage suffered in close combat, and if they’re gunpowder, slow reloads
[12:07] <+PeteWW-Triumvene> Also, guns are noisy
[12:08] <+PeteWW-Triumvene> When they hit Phyverse, that’s a slightly different question – obviously there’s the ability to have modern and more advanced weapons, where some of those issues can be negated. There’s a reason soldiers in the Boer and First World wars were still using pointy bits of metal as well as firearms
[12:08] <+PeteWW-Triumvene> And why modern soldiers don’t tend to carry swords
[12:08] <+PeteWW-Triumvene> But still have a bayonet
[12:08] <+PeteWW-Triumvene> And mechanics aside, it might just fit the character better
[12:09] <+Sandworm> Do weapons from Phyverse work in the other planes?
[12:09] <+PeteWW-Triumvene> Yup. Technology is technology
[12:09] <+PeteWW-Triumvene> Which plays a big part of the story in Act 3 basically
[12:09] <+Sandworm> So what stops you from going to Phyverse, grabbing laser guns and going back to all the other planes and being a god? Especially midverse (?).
[12:10] <+PeteWW-Triumvene> Inter-planar travel is limited. There’s only one peoples who have the capacity to jump between planes, other than the gods themselves, so it’s extremely limited
[12:11] <+Sandworm> Well, if there’s one of those in the party, presumably they could go on a weapons run, or…?
[12:11] <+PeteWW-Triumvene> A group of Golden Plane creatures, who have the ability to jump around
[12:11] <+PeteWW-Triumvene> Totally, once they’re aware that Phyverse exists, they could recruit a Disapperature (the creatures in question) to go get a bunch of guns
[12:12] <+PeteWW-Triumvene> However, when the battery runs out, or your out of bullets, you’re stuck
[12:12] <+PeteWW-Triumvene> Also, there’s an element of that there’s easier ways to rule than with a pointy stick of some form
[12:12] <+Sandworm> Presumably, you would do quite a lot of damage before that happened though!
[12:13] <~Dan> Did you see my earlier question about wounds, Pete?
[12:13] <+PeteWW-Triumvene> Dan: yup, I’ll come back to it in a minute
[12:13] <~Dan> Cool.
[12:14] <+PeteWW-Triumvene> On a local level? Sure. On a societal level? Not really. I mean, think about if someone from now went back with an AR15 to 1890. Sure, you can kill a few hundred people, and it’s awful. But in a global population of a billion+, socially it’s not making a dent. And all anyone needs to beat you is enough bodies
[12:15] <+PeteWW-Triumvene> Quite aside from that the system doesn’t really encourage you to try and batter everyone into submission with violence in the first place. You can certainly try it, but it’d probably not work out too great
[12:15] <+SuperAge_Jeff> how do I climb a wall or lift a gate?
[12:16] <+PeteWW-Triumvene> Dan: re. wounds, it’s a HP system. You have a max and when you hit 0, you fall unconscious
[12:16] <~Dan> Gotcha, thanks.
[12:16] <~Dan> Simple enough.
[12:16] <+PeteWW-Triumvene> HP is always a fuzzy thing at best, so we treat it as it’s your luck for avoiding getting killed, rather than “you take a stab wound but can keep going” etc
[12:16] * ~Dan nods
[12:16] <~Dan> How deadly would you say combat is?
[12:17] <+PeteWW-Triumvene> Depends on how you want to run it and what you’re facing
[12:17] <~Dan> If you go unconscious at 0 HP, how do you die?
[12:18] <+PeteWW-Triumvene> It’s entirely possible to run into things that can squash a party pretty quickly, so it can become very deadly if you’ve got a cruel GM, or you decide “let’s really, really poke at this creature”
[12:19] <+PeteWW-Triumvene> Mostly though you’re pretty fine. Part of the combat intro reinforces the idea that there’s more ways to win combat than killing the other guy. Incapacitate the opponent, tactical positioning so they have to surrender, knocking them unconscious and binding them etc…
[12:19] <+PeteWW-Triumvene> Your HP under 0 is you’re dead
[12:19] <+PeteWW-Triumvene> So if you’ve got 20 HP, -20 is you’re now dead
[12:19] * ~Dan nods
[12:19] <~Dan> Okay, now let’s talk magic. 🙂
[12:20] <+PeteWW-Triumvene> Just quickly first
[12:20] <+PeteWW-Triumvene> SuperAge_Jeff: Sort of answered that in the question earlier about how do you jump a gap
[12:20] <+PeteWW-Triumvene> same principle applies
[12:20] <+PeteWW-Triumvene> Right, Magic
[12:20] <+SuperAge_Jeff> (kk)
[12:21] <+PeteWW-Triumvene> Magic in Triumvene is termed Physical Manipulation. The basic setup is…
[12:21] <+PeteWW-Triumvene> As part of character creation, you can decide you want to have PM (abbreviating for speed of typing). So you describe a deeply affecting moment in your character’s backstory
[12:22] <+PeteWW-Triumvene> That could be anything from the birth of your first child, to seeing your daughter get married, to the death of a loved one, or seeing someone murdered… Good or bad doesn’t matter so much
[12:23] <~Dan> (brb — please continue)
[12:23] <+PeteWW-Triumvene> You then roll a d12. Based on the number, you can have 1, 2 or 3 PMs. You also roll for Time and Cost, which are how long it takes to cast, and how much Cohesion it uses (I’ll come on to that in a minute)
[12:23] <+PeteWW-Triumvene> Finally, you roll for Skill, which is how good you are at using it
[12:25] <+PeteWW-Triumvene> Castings in Line of Sight are assumed to happen fine, as long as the Skill check succeeds (Skill + d12, if it’s over 13, it works). Without LoS, you can Blind Cast, but that requires a further check
[12:25] <+PeteWW-Triumvene> Anyway, going back a little…
[12:26] <+PeteWW-Triumvene> Once you’ve narrated the backstory, the rest of the group decide what type of PM that’d grant. Categories are Movement, Fitness & Physical, Healing, Damage, Knowledge & Diplomacy, and Breaking
[12:27] <+PeteWW-Triumvene> Examples range from Propertine, which lets you imbue an object with a property from another, so you could give an arrowhead the sharpness of a razor, the hardness of granite and the shaft the weight of a feather
[12:28] <+PeteWW-Triumvene> Or you could give a pebble the lustre, colour and weight of gold
[12:29] <+PeteWW-Triumvene> You might have the ability to Read Truth from the minds of others, or the ability to grant Life to the dead, to turn to smoke, to have local teleportation or limited flight, or be able to turn into a 40′ long metal dragon with laser eyes
[12:30] <~Dan> (Back… Scrolling back to catch up…)
[12:30] <+PeteWW-Triumvene> The category as I said is given by the group, and then a roll gives what you can choose from
[12:30] <+PeteWW-Triumvene> Finally, casting
[12:30] <+PeteWW-Triumvene> When you cast, you draw from a pool called Cohesion
[12:31] * ~Dan nods
[12:31] <+PeteWW-Triumvene> The universe, whichever it is, doesn’t like being tinkered with, and pushes back. Cohesion represents your ability to hold your body and mind together whilst you cast
[12:31] <~Dan> (Howdy, Teylen!)
[12:32] <+PeteWW-Triumvene> Beyond a certain point, things start to go wrong. So once you go below 0 Cohesion, you roll and multiply how far under you are by the roll
[12:32] <+Teylen> (Howdy Dan)
[12:32] <+PeteWW-Triumvene> Effects range from the casting failing to your character falling ill, to being killed as space is torn apart around you, damaging everything nearby at the most extreme end
[12:34] <+PeteWW-Triumvene> That’s as much of a quick version as I can do
[12:34] <+PeteWW-Triumvene> Stats for what your PMs do are also given by rolls
[12:34] <+PeteWW-Triumvene> The idea was to reflect that there’s things about us we don’t get to choose; they just are. Magic in Triumvene is one of those things
[12:34] <~Dan> So magical abilities are random?
[12:36] <+PeteWW-Triumvene> You might be super-powerful (for Midplane), but even then you’re a child compared to anyone on the Golden Plane. But equally, you might have a power and it’s the ability to make yourselves very slightly stronger, or to be able to concentrate really hard for a few minutes
[12:36] <+PeteWW-Triumvene> They’re controllable to an extent – you can put points from character creation aside to allow for boosting rolls
[12:37] <+PeteWW-Triumvene> But then that means the more you spend on that, the worse you are in other things
[12:37] <~Dan> I see.
[12:37] <+PeteWW-Triumvene> Again, coming back to the themes of choice, consequence and responsibility for the mechanics
[12:37] * ~Dan nods
[12:38] <~Dan> How common are monsters on the three planes, and does the game include a bestiary?
[12:38] <+Kelibath> Hi everyone, apologies for coming to this late – I’ve been reading through all the previous material and responses! Our own Kickstarter closed out around lunchtime today and it’s been constant debate about art briefs ever since ^^
[12:38] <+PeteWW-Triumvene> The game includes a bestiary, with lots and lots of critters in it. Some examples:
[12:39] <+PeteWW-Triumvene> Bilanotar: This unholy hummingbird-like creature is possessed of a machine-made digestive tract which contains some strange, grey digestive juices capable of dissolving anything. It also possesses the ability to open its stomach and skin and squirt this sticky liquid onto anything it wishes, which will then convert an equal amount of any material it lands on
[12:39] <~Dan> (No worries, Kelibath! Better late than never, and all that. 🙂 )
[12:39] <+PeteWW-Triumvene> into sand. Seems to be equally effective against absolutely anything.
[12:39] <+PeteWW-Triumvene> There’s more to these descriptions, but I’ll just do the first lines for brevity
[12:40] <+PeteWW-Triumvene> Carrialit: Carrialit are an insect-like creature with wings made of metals that are currently unidentifiable. Roughly an inch long, they are engineered to explode and cause a variety of interesting effects, based on the poison they carry. Hard to hit individually, if you see a swarm, it’s fair to assume bad things will happen.
[12:40] <+PeteWW-Triumvene> Groll: A creature of stone. May be made of anything from granite or basalt to precious stones and metals. The materials it’s composed of indicate the Groll’s position in their society, with the King Groll made of diamond, milk-white quartz, silver and gold. It’s unknown how rocks gained intelligence, what keeps their bodies together, or how they work
[12:41] <+PeteWW-Triumvene> Octophele: Much like a giant octopus, some sixty feet from the top of their heads to the end of their tentacles, these curious creatures float hither and thither, rarely interacting with other species. They appear to communicate with a series of groans and chirps, combined with flashes of colour from their skin.
[12:42] <+PeteWW-Triumvene> Each has various things they can do, from abilities to attacks. So an Octophele has the ability to know everything that will happen to it from the moment of its birth. Disapperatures, as we discussed earlier, can cross planes. The Sylenco can make the air around them go still. Esengutah can turn their arms into blades and spin like a top, doing slashing
[12:43] <+PeteWW-Triumvene> damage. And Grolls can hit you with hands made of gold/granite/lead etc
[12:43] <~Dan> That’s awesome. 🙂 About how many creatures do you profile in the bestiary?
[12:44] <+PeteWW-Triumvene> As for how common they are, they’re more like animals or other peoples, rather than “monsters” as such. So there’s lots of some, and few of others, depending on where you are and what it is
[12:44] <+PeteWW-Triumvene> “Lions are common in certain bits of the world, but Norway isn’t one of them”
[12:45] * ~Dan nods
[12:45] <+PeteWW-Triumvene> Lord knows. 60ish I think off the top of my head?
[12:45] <+Kelibath> From what I understand, the player characters can move between and interact with all three planes, while others mostly cannot. (Since you said particular creatures can.) So what happens if you transport NPCs belonging to, and acclimatised to, one plane, to an entirely different one? Is this possible, are they mutually survivable? How would they interact?
[12:45] <~Dan> Impressive!
[12:46] <+PeteWW-Triumvene> Enough for variety, not so many that you’re going to have to learn hundreds of names. Part of doing away with the existing fantasy lore was coming up with new and interesting stuff, but also lots of editing so it stays reasonably user-friendly
[12:46] <+PeteWW-Triumvene> Kelibath: The player characters can’t, but a race from the Golden Plane they can encounter can move between planes
[12:47] <~Dan> A question Sandworm wanted to ask but ran out of time: As a professional marketer, what approach do you think you took to the Kickstarter Campaign that’s different from the way others approach them?
[12:47] <+Kelibath> So presumably the party can interact with all three planes during a long campaign by effectively being enabled or carried around by that race?
[12:47] <+PeteWW-Triumvene> All the planes have basically carbon-based lifeforms which breath nitrogen-oxygen atmospheres
[12:47] <+PeteWW-Triumvene> There’s reasons for that in-world, which are answered in the timeline
[12:47] <+PeteWW-Triumvene> Kelibath: pretty much. Piggybacking
[12:48] <+Kelibath> Okay, thank you! Interesting. So would NPCs be able to piggyback in the same way? Technically
[12:48] <+PeteWW-Triumvene> Kelibath: sure
[12:48] <+Kelibath> The PCs aren’t particularly special in that regard, I mean
[12:48] <+PeteWW-Triumvene> Dan: We launched a sign-up referral program, which got us around 3k subscribers on a mailing list, which helped a lot, and ongoing is proving useful
[12:48] <+PeteWW-Triumvene> Starting from nothing, it was a pretty effective way of building interest given we had no existing fan base
[12:49] <+SuperAge_Jeff> that’s always hard…
[12:49] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[12:49] <+PeteWW-Triumvene> We’re on to hit £7k in the next few days, and I think we’ll do about £10k in total by the time we’re finished
[12:50] <+PeteWW-Triumvene> Hmmm
[12:50] <~Dan> (And please know that you’re welcome to hang out with us as long as you like. And whenever you like, come to that. As you’ve seen, a lot of game authors do. 😉 )
[12:50] <+PeteWW-Triumvene> I’d love to when I’ve got time! It’s been a blast doing this
[12:52] <+PeteWW-Triumvene> I think the main thing for me is that this is the RPG you could introduce non-geek friends to, that they won’t be scared off by. I’ve got a good friend who really struggled getting into D&D, because he didn’t grow up as a geek. He doesn’t know about elves and orcs and all the shared language and knowledge that it assumes
[12:52] <+PeteWW-Triumvene> This levels the playing field a lot, so whoever you are, whatever class or people or religion or sexuality you are, or anything else, you’re all starting from scratch in a world that’s not all about going and slaying the bad guys
[12:53] <~Dan> Oh, and I’ll just make my usual reminder that gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ , if anyone is so inclined. 🙂
[12:53] <+PeteWW-Triumvene> If you’re looking to run something with familiar mechanics, but a totally different experience of play, we might be worth a look. Shameless self-promoting link: (Link: https://www.kickstarter.com/projects/petewailes/triumvene-a-narrative-focused-rpg-by-pete-watson-w)https://www.kickstarter.com/projects/petewailes/triumvene-a-narrative-focused-rpg-by-pete-watson-w
[12:54] <~Dan> Self-promotion is a good thing! (See above. 😉 )
[12:54] <+Kelibath> I do love a good RPG that can be used as a decent entry point for new gamers. The one I’m illustrating at the moment does this by merging the RPG play experience with that of a boardgame such as Pictionary or similar and is designed to be appealing to families as well as comic and gamer geeks
[12:54] <+PeteWW-Triumvene> Oh, and if/when we hit 8k, we’re going to add a parallel play style to the game
[12:54] <~Dan> Oh? What’s that?
[12:55] <+Kelibath> This one sounds more as if it has been designed to intrigue potential players who would normally consider the tabletop RPG experience and genres a bit too “nerdy”
[12:55] <+PeteWW-Triumvene> Where there’ll be a set of digital tools to allow you to update your progress, and we’ll tie you to another group. So if you’re playing on the Golden Plane, and they’re on Phyverse, things that happen to them will affect you, and visa versa
[12:55] <+Kelibath> And I really love the themes and concepts being explored.
[12:55] <~Dan> Hey, that’s pretty nifty. 🙂
[12:56] <+PeteWW-Triumvene> It’s a completely separate campaign, where you’ll play separately, and in the final few sessions, have three GMs running three groups in a single go simultaniously
[12:56] <~Dan> Wow…
[12:56] <~Dan> That’s pretty hardcore.
[12:56] <+PeteWW-Triumvene> We’ve not seen anything like that anywhere else, so I think that’s the big draw when we’ve got that out at the end of the year
[12:56] * ~Dan nods
[12:56] <+Kelibath> That sounds both terrifying and beautiful. Depending entirely on how well those GMs mesh, it could be disastrous, or a totally unique gaming experience
[12:56] <+PeteWW-Triumvene> Kelibath: yeah, pretty much. The non-geek’s & grown-ups TTRPG
[12:57] <~Dan> By the way, PeteWW-Triumvene: I’m also a reviewer and would welcome the chance to review Triumvene when it comes out. 🙂
[12:57] <+PeteWW-Triumvene> Oh yeah. It could be awful. But it’d be hilarious whatever happens
[12:57] <+PeteWW-Triumvene> No worries! I’ll make sure you get a copy
[12:57] <+PeteWW-Triumvene> We’re targeting October for release
[12:57] <~Dan> Great, thanks!
[12:57] * ~Dan nods
[12:57] <~Dan> And thanks very much for joining us today!
[12:57] <+PeteWW-Triumvene> No worries! It has been an absolute pleasure!
[12:57] <+PeteWW-Triumvene> And now I’m going to go eat a pile of pasta
[12:58] <~Dan> If you’ll give me just a moment here, I’ll get the log posted and link you. 🙂
[12:58] <+PeteWW-Triumvene> Cheers for the questions all