[19:40] <+Richard> Hi everyone! I’m Richard. I’m the writer and designer of The Dawnline.
[19:40] <+Richard> The Dawnline is a game about vampires protecting a nomadic village on a world where the light is a place that chases you. It uses a simple 3d6 roll-over dice system, but its mechanics prioritize player decisions over random chance. Its influences are Japanese tabletop roleplaying games like Ryuutama, CRPGs like Banner Saga and Darkest Dungeon, films like Vamp
[19:40] <+JoeBush> I’m Joe Bush, of Voidspiral Entertainment, publisher of The Dawnline.
[19:40] <+Richard> –films like Vampire Hunter D and Pitch Black, and a little bit of historical reading about Kazakhstan and Mongolia.
[19:41] <+Richard> (done)
[19:42] <~Dan> btw, Mickey Barfield would like to be here, but his daughter is very ill this evening.
[19:42] <~Dan> He may try to lurk.
[19:42] <+Richard> Oh man. I hope she feels better!
[19:42] <~Dan> Can you tell us some more about the world?
[19:42] <+Richard> Mickey’s really cool people.
[19:43] <+Richard> Sure!
[19:43] <~Dan> Yes he is.
[19:43] <~Dan> (He was my wife’s favorite GM at GenCon last year.)
[19:44] <+Richard> The game takes place on a world where the Dark and the Light are places. Between them is a vast stretch called the twilight, which moves. The Dark is full of ravenous alien Sirens, and the people who go into the Light don’t come back, so civilization is nomadic and walks through the twilight
[19:44] <~Dan> (wb, IanH)
[19:44] <+Richard> –trying to keep ahead of the Dawnline.
[19:45] <+Richard> (done)
[19:45] <~Dan> Is the world a sphere, or is it like an endlessly stretching plane?
[19:46] <+Richard> I’ve got a friend who’s done some calculations involving orbital mechanics, and thus far the world is continuing to survive as a sphere, but I’ve got a backup if the physics of having the planet be a sphere becomes too tortured.
[19:47] <+Richard> So, grand level: it’s a sphere. But how the people in the setting experience it? It’s an endlessly stretching plain.
[19:47] <~Dan> It’s good to have a backup. 🙂
[19:47] <+Richard> (done)
[19:48] <~Dan> Who are the PCs, and what is their function in the setting?
[19:48] <+Richard> So, the PCs are vampires, and I designed them specifically to be a little out of synch with how vampires usually are in fiction.
[19:48] <~Dan> Oh? How so?
[19:48] <+Richard> I’ve seen a *lot* of vampires as the predator, and vampires as the parasite.
[19:49] <+Richard> These are vampires as guardian.
[19:49] <+Richard> *guardians
[19:49] <~Dan> (brb — please continue)
[19:50] <+Richard> A lot of vampires in The Dawnline are attached to villages of mortals. The vampires protect the mortals against the dangers of the twilight, and in return the mortals help keep the vampires human-ish and supply them with blood.
[19:51] <+Richard> Vampires that don’t have a village become feral and predatory and forget themselves, eventually turning into what are called Lurks.
[19:52] <+GimmickMan> Did you have any mythological or folklore inspiration for this take on vampires as guardians?
[19:52] <+Richard> Lurks are vampire-as-predator, and they’re both a foil to the PCs and a cautionary tale about what would happen if the PCs’ village fell apart.
[19:52] <+Richard> (done)
[19:52] <+Richard> Not quite folkloric, GimmickMan, but there are definitely some inspirations.
[19:53] <+Richard> One is the inspirations, and I know this is a little out of left field, is the tarantula Xenesthis immanis
[19:54] <+GimmickMan> Yeah, I don’t think anybody expected that xD
[19:54] <+Richard> Basically, these tarantulas refrain from hunting specific frogs, since those frogs eat the ants that would otherwise eat the immanis’ eggs.
[19:54] <+Richard> It’s a symbiotic relationship between what would otherwise be a predator and prey
[19:55] <+Richard> At the same time, I did a lot of thinking about the role of warriors in a small band social group
[19:55] <~Dan> IIRC, the tarantulas actually protect the frogs from other predators, like snakes.
[19:56] <+Richard> Yes!
[19:56] <+GimmickMan> Nature is pretty cool like that. It’s a good source of inspiration.
[19:58] <+Richard> It certainly is!
[19:58] <~Dan> So are you saying you took the symbiotic relationship between warrior and village a step further?
[19:58] <+Richard> Yes. Or at least I kind of made the setting orbit around it.
[19:59] <+Richard> It’s not a perfect relationship in The Dawnline, and it can fall apart depending on how a village’s guardians behave.
[19:59] <+Richard> (done)
[19:59] <~Dan> How much blood do vampires require to survive? Presumably, they don’t have to “drain” their willing victims.
[20:00] <+Richard> Yeah, it’s not like vampire-as-predator stories where they’re constantly fighting the urge to drain their target.
[20:01] <+Richard> There are a few exceptions, but those are basically different kinds of monsters.
[20:01] <+Richard> Guardians need a mouthful of blood every once in a while
[20:01] <+Richard> And how long that ‘while’ is is a little floaty, because time is a little fluid in the Dawnline
[20:02] <+Richard> Without a day-night cycle, timekeeping is tough
[20:02] <+Richard> It’s possible to do it in the short-term, by counting heartbeats, or burning candles, or using sand-clocks
[20:02] <+Richard> But most people in the setting talk about time as either “a while” or “a long while”
[20:03] <+Richard> So it’s a mouthful of blood, every once in a while.
[20:03] <+Richard> (done)
[20:03] <~Dan> How large is the twilight region?
[20:03] <+GimmickMan> i take that’s how you measure time in mechanics, you abstract it to “a while” as well?
[20:04] <+Richard> Well, the twilight is certainly wide. I haven’t outright defined how far you can go up-band and down-band (north and south), but sometimes a village will come migrating out of the darkness down-band and they’re full of people that no one has ever seen in your stretch of the twilight, and they’re speaking a dialect that’s almost like another language.
[20:05] <~Dan> I thought nobody could survive in the darkness.
[20:05] <+Richard> GimmickMan, the mechanics around time are kind of abstracted to “a while”. There’s a lot of “at the start of the next fight”, or “at the end of the fight”, or “at the end of the scenario”,
[20:06] <+Richard> *dimness
[20:06] <+Richard> That was my bad.
[20:06] <+Richard> As for surviving in the darkness, it’s *slightly* more complicated.
[20:06] <+Richard> The Dark is full of Sirens, which are hungry and terrible and sing in weird dial-tone symphonies.
[20:07] <+Richard> And it’s cold, but it’s not completely a hostile climate
[20:07] <+Richard> Some vampires and humans, called Otherlings, intentionally venture into the Dark to commune with Sirens.
[20:07] <+Richard> A lot of them are never seen again. Some come back.
[20:08] <+Richard> The Light, in the other hand, is a lot more dangerous.
[20:08] <+Richard> Vampires that enter the light flash-combust. Mortals that enter the light simply don’t come back.
[20:09] <+Richard> There are a lot of in-setting stories about what’s on the other side of the Dark and the Light, and what they mean metaphysically, but some people think of the Light as heaven. Maybe it’s better on the other side.
[20:09] <+Richard> They eventually become what’s called the Entrenched, and willingly fall with their entire community into the Light.
[20:09] <+Richard> (done)
[20:09] <~Dan> Such people look on the bright side?
[20:09] <+Richard> Nice.
[20:09] <+JoeBush> Dan pun
[20:10] <~Dan> \o/
[20:10] <+Richard> But to riff off of that, it probably sounds a little bleak from what I’ve described so far, but it’s not meant to be a bleak setting.
[20:10] * ~Dan nods
[20:10] <+Richard> It’s kind of meant to be about mutualism, and by extension community
[20:11] <+Richard> The vampires are weird, but the one who are guardians have a genuine bond with the mortals they protect, and vice versa.
[20:11] <~Dan> Did you address the size of the twilight? I know you said that nobody knows how wide it is, but how far is it from Dark to Light?
[20:12] <+Richard> So, the equivalent to “a while” is “a ways”
[20:12] <+Richard> The twilight is constantly moving, so it’s hard for people in it to measure it exactly
[20:12] <+Richard> Especially without very reliable long-term timekeeping, they can’t just park themselves, wait for the Light to catch up, and then measure how many days that took.
[20:13] <~Dan> Hmm… Well, about how fast does it move, then? I know everybody’s nomadic, but presumably the aren’t moving 24/7.
[20:14] <+Richard> Not 24/7, but sometimes it’s pretty close to that.
[20:14] <~Dan> How do they manage that, then?
[20:15] <+Richard> Villages that have fallen on really hard times walk. Villages that are doing a little better have herdbeasts, which are like big domesticated horse-llamas. Villages that are doing better than that have covered wagons. And villages that are doing better than that have Artifact technology.
[20:16] <+Richard> Artifacts are scavenged tech
[20:16] <+Richard> Usually they’re pulled from what are called Ruins, big future-gothic dungeons that occasionally come out of the Dark, cross the twilight, and pass into the light.
[20:18] <+Richard> Ruins are also where cloth, wood, metal, etc generally come from
[20:18] <+Richard> (done)
[20:18] <~Dan> What is the basic tech level of the setting, and what’s the tech level of the Ruins?
[20:20] <+Richard> The basic tech level is pretty anarchic. A village that keeps entirely to itself, never scavenges from Ruins, and never trades with anyone who does is probably at medieval Mongolia-level tech.
[20:20] <+Richard> But that’s not many villages.
[20:21] <+Richard> It’s not unusual for there to be firearms, bows, and “supernatural weapons”, which include lasers, radiation, sonics, etc in a community
[20:21] <+Richard> The tech level of Ruins is pretty raygun gothic
[20:22] <+Richard> Ruins are, deep lore, the homes and outposts of the very ancient vampires that used to inhabit this place, before the day-night cycle became what it is now.
[20:23] <+Richard> So you can find things in Ruins that seem impossible and wondrous both to us, and to the people in the twilight.
[20:23] <+Richard> (done)
[20:23] <~Dan> Are there any clues as to why things are as they are now?
[20:23] <&Janus> What is causing the day/dight cycle to become so harsh for the vampires?
[20:24] <+Richard> There’s definitely some clues. When I was writing the setting, I didn’t want to nail things down too much, but here’s more deep lore:
[20:25] <+Richard> The world, Janus, belonged to what was called the True Lineage. Ancient, post-moral vampires that farmed humans and experimented on hybridizing their own blood with just about everything they could find.
[20:26] <+Richard> This created the Lineages, i.e. the vampires that exist in the present.
[20:26] <+Richard> The True Lineages eventually fell into infighting, and because their tech level was so high it got *really bad*
[20:27] <+Richard> One of them changed the day-night cycle as part of a grand strategy, hoping to control which side of the planet was bathed in sunlight and which side was able to act freely
[20:27] <+Richard> However, this caused a population explosion among the planet’s native species, the Sirens, who were being held back by a normal day-night cycle
[20:28] <+Richard> And things got real bad for the True Lineages everywhere
[20:28] <+Richard> Er..the world is called Janus
[20:28] <~Dan> 🙂
[20:28] <&Janus> (( LOL! Portals! ))
[20:28] <+Richard> (done)
[20:29] <+Richard> Actually, small elaboration: there are still some True Lineages who are in play. Some are even still fighting each other, although this doesn’t commonly affect what the PCs are doing in the twilight.
[20:29] <+Richard> (done)
[20:29] <~Dan> What creatures exist in the twilight other than Lurks?
[20:30] <+Richard> So, my favorite thing about working on RPGs is bestiaries, so: lots.
[20:30] <~Dan> Oh goody! I love bestiaries, too!
[20:31] <&Le_Squide> So, any particular bits from your Mongolian and steppe inspiration?
[20:31] <+Richard> There’s bandits, there’s Penumbrists (who are mortals or vampires who have learned to manipulate the shadow-beyond-shadow and usually get a little weird about it), there’s Bloodwild (who are vampires or mortals who’ve drank vampire blood, which gives them some advantages, but is highly addictive)
[20:32] <+Richard> –there’s a wide variety of beasts, everything from rat-kings made of walking cacti that have learned to drink blood to ghosts of ancient immolations
[20:32] <~Dan> (Howdy, Drew!)
[20:32] <+Richard> There are Sirens, in many different flavors
[20:33] <+Richard> And there are Automata, which were built by the True Lineage a long time ago, and have since gotten very weird
[20:33] <+Richard> Le_Squide, the Mongolian steppe inspiration is a lot of the look of the world
[20:34] <+Richard> The climate of most of the twilight is desert, badlands, plains, tundra, and mountains
[20:34] <+Richard> There’s high winds, it gets cold, there’s not a lot in between you and the horizon
[20:34] <+Richard> But I also tried to dig into other things
[20:34] <+Richard> For example, food gets recycled very aggressively in the villages
[20:35] <+Richard> Anything that isn’t eaten right away is dried, fermented, ground up, etc
[20:35] <+Richard> Fermentation is especially big
[20:35] <+Richard> Not just alcohol, but everything
[20:36] <+Richard> (done)
[20:36] <&Janus> How you you handle combat and other tasks? I’m thinkinbg task resolution and other game mechanics.
[20:37] <+Richard> The core engine is 3d6 roll over, but in practice it’s going to feel less swingy than another dice game
[20:37] <~Dan> (As a quick reminder, general chat can continue in #randomworlds2 🙂 )
[20:37] <+Richard> One of the inspirations for the mechanics was the computer game Banner Saga
[20:37] <~Dan> Do you have a character sheet posted that we can view?
[20:38] <+Richard> Combat in Banner Saga (1, at least) ishighly deterministic. You know what your result is going to be before you swing at someone, and you can spend extra points to change the outcome of that swing.
[20:38] <+JoeBush> (Link: https://www.dropbox.com/s/5g6ia5l1xkxno73/The%20Dawnline%20Playtest%20Packet.zip?dl=1)https://www.dropbox.com/s/5g6ia5l1xkxno73/The%20Dawnline%20Playtest%20Packet.zip?dl=1
[20:39] <+Richard> Dawnline uses big, easily replenishable pools of Will Points. You can spend Will Points on any 3d6 roll to add to the result.
[20:39] <+Richard> And you can spend them after you roll, so you’re always making an informed choice.
[20:40] <+Richard> On top of that, when you beat a TN, you get Success Points equal to how much you beat the TN by, up to your Skill.
[20:40] <+Richard> You can use Success Points to power a bunch of on-the-spot effects, but one of them gives you back Will Points.
[20:41] <+Richard> So there’s an ebb and flow to your Will Point pool based on how much you want to commit to succeeding on a certain roll
[20:41] <+Richard> In combat, this gets taken up a notch, and you and your opponent blind bid Will Points after you’ve both rolled
[20:42] <+Richard> With good yomi, you can fake an opponent into overspending Will on a roll they were going to succeed anyway
[20:42] <+Richard> Or you can just dump points into passing a roll that you shouldn’t have been able to make
[20:42] <+Richard> Although it will leave you with less Will to spend in the short term
[20:42] <+Richard> (done)
[20:43] <&Le_Squide> Do most NPCs/opponents have will points to spend?
[20:43] <+Richard> Yes!
[20:43] <~Dan> I notice that there are no attributes. How does that work?
[20:44] <+Richard> Enemies have will point pools too, Le_Squide. Different types of enemies can also have wildly different amounts of Willpower, which means they’ll end up using different strategies when it comes to spending them.
[20:44] <+Richard> Dan, there are no attributes…sorta
[20:45] <+Richard> The system’s “attributes” are Hit Points, Will Power, and Initiative
[20:46] <+Richard> So, there isn’t much “calculate this sub-stat based on this attribute”
[20:47] <+Richard> For rolls, the Skills pick up the slack
[20:48] <~Dan> What takes the place of strength?
[20:48] <+Richard> Skills, because there’s only a few of them, are much broader than “use crossbow”, or “do engineering”
[20:49] <+Richard> Anscience, for example, can be used to tinker with Artifacts and to interact with Automata
[20:49] <+Richard> So it’s got both social and technical functions
[20:49] <+Richard> Which is a little bit like how attributes sometimes behave in other systems
[20:50] <+Richard> Where they serve as a catch-all to supplement the more specialized skills
[20:50] <~Dan> (Welcome to #randomworlds, Guest21!)
[20:50] <+Richard> So for what takes the place of strength, there’s going to be a few pieces to that answer.
[20:51] <+Richard> If you mean strength as “how hard do you hit”, damage is 1d6 base, and you can convert Success Points on an attack roll into bonus damage
[20:52] <+Richard> If you mean strength as “how much can you carry without being burdened”, every PC has a melee weapon, a ranged weapon, a supernatural weapon, a piece of armor, a gear upgrade, and a supply item.
[20:53] <+Richard> If you mean strength as in “can you barge open this locked door”, that’s a Trek roll.
[20:53] <~Dan> Why Trek?
[20:54] <+Richard> Trek is for weathering hardships, enduring obstacles, performing physical feats, as well as trudging through the twilight
[20:54] <+Richard> The Skills are pretty broad in Dawnline, because they carry some of the load that attributes would in another system
[20:55] <~Dan> I see… So leaping would fall under Trek, for example?
[20:55] <+Richard> Yep!
[20:55] <+Richard> Although there’s a pretty high baseline competency for PCs in this setting
[20:56] <~Dan> What are Blood Lore, Know the Dark, and Mortal Thoughts?
[20:56] <+Richard> So the rules only call for a roll if it’s dramatically significant
[20:56] <+Richard> Blood Lore is social interactions with vampires, knowledge surrounding vampires, blood magic, and interactions with animals.
[20:57] <+Richard> Know the Dark is knowledge about the Dark, interactions with Sirens, and Penumbra manipulation (which is shadow-behind-shadow magic)
[20:57] <+Richard> Mortal Thoughts is clutch. It’s being able to understand how mortals think and to interact with them.
[20:58] <+Richard> Vampires in The Dawnline, as part of their vampiric condition, have trouble with that sometimes
[20:59] <~Dan> Are vampires undead in this setting, btw?
[20:59] <+Richard> Remembering that mortals need food is pretty easy, but for a vampire, seeming human to a human can be tough.
[20:59] <+Richard> Sort of.
[20:59] <+Richard> Vampires are created by ritual, and that ritual varies according to the specific Lineage. And sometimes according to the specific vampire.
[21:00] <~Dan> What are the Lineages?
[21:00] <+Richard> The ritual is always highly unpleasant for both mortal and vampire, and so there’s a strong negative pressure on any vampire just reproducing willy-nilly.
[21:00] <+Richard> And it usually requires quite a bit of trust between the mortal and vampire (or desperation) before it’s performed
[21:00] <+Richard> The Lineages are the “breeds” of vampires
[21:01] <~Dan> How many are there?
[21:01] <+Richard> There are currently six in the core book, there’s more that have been already funded by the campaign, but in-setting there’s potentially a ton
[21:02] <~Dan> What are the six in the core like?
[21:02] <+Richard> The modern Lineages are the result of the ancient “True Lineage’s” experiments, and the True Lineages experimented with everything they can find
[21:03] <+Richard> So, there’s the Alqimic, which have artificial pieces and a sort of renaissance-cyborg vibe
[21:04] <~Dan> Renaissance cyborg vampires? Duuuude.
[21:04] <+Richard> There’s the Caryatid, which resemble gargoyles–although individual Caryatid sometimes only have some gargoyle parts. Like, they might have long, distended stone hands on an otherwise fairly normal body.
[21:04] <+Richard> There’s the Chrysalyst, which are blended with insects
[21:05] <+Richard> And can range all over the continuum from scorpionman to manscorpion
[21:05] <+Richard> There’s Harridans, which have big black eyes and somewhat HR Geigeresque features. In-setting, they look just a little too much like the Sirens for anyone to be comfortable.
[21:06] <+Richard> There’s the Jinn, which only look solid and human near the Dark. The closer they get to the light, the more they look like walking clouds of smoke.
[21:06] <+Richard> And there’s the Sanguiver, which look a lot like mortals, and are even warm to the touch, but everything they say reads as just slightly too intense.
[21:07] <+Richard> (done)
[21:07] <~Dan> You mentioned two varieties of magic, if I understood you correctly: blood magic and shadow-beyond-shadow?
[21:08] <+Richard> Yep. There are Powers, which are suites of in-combat abilities, dealing with each of them.
[21:09] <+Richard> They’re not grand, high-fantasy magics
[21:09] <~Dan> Can you give some examples? Are these more like spells, or are they more like superpowers?
[21:09] <+Richard> Closer to super-powers
[21:09] * ~Dan nods
[21:10] <+Richard> Penumbra Manipulation is something that even mortals can learn, although they don’t usually live the hugely long lifespans it takes to get super good at it
[21:10] <+Richard> A basic Penumbra Manipulation might be covering yourself in a shadow that doesn’t move so that you can watch a group of wild herdbeasts without spooking them
[21:11] <+Richard> There are some enemies who do more advanced manipulations that involve churning people’s shadows into deadly vortexes
[21:13] <+Richard> The blood magic is a bit more vampires-only (or potentially also some of the Bloodwild), and it’s usually used in combat
[21:13] <+Richard> The Dawnline uses a number of status effects in combat, one of which is Bleed
[21:13] <+Richard> And Bloodwright is a good way to stack and manipulate Bleed stacks
[21:13] <+Richard> (done)
[21:14] <~Dan> You mentioned that every character has a supernatural weapon. What forms can those take?
[21:15] <+Richard> This is highly up to the player and the group, but in Dawnline a lot of high-tech falls under the same umbrella as “supernatural”
[21:16] <+Richard> So, we have one person in the playtest who’s supernatural weapon is a fleshwarping device that’s embedded in their palm
[21:16] <+Richard> *whose
[21:16] <&Le_Squide> So, all PCs are vampires? (IE, no mortals)
[21:16] <&Le_Squide> ?
[21:16] <+Richard> But it could be a cursed blade, it could be a laser rifle, it could be a radiation burst emitter, it could be a sword made of blood, it could be a Penumbra lash
[21:17] <+Richard> Le_Squide, the PCs are all vampires. I’ve been toying with the idea of doing a hack that addresses this setting from the mortal perspective, but in core you play as vampires.
[21:17] <+Richard> And, to an extent, you also play as the village
[21:18] <+Richard> The village has its own HP tracks, based on three different kinds of resources, and it’s also a character that can die
[21:18] <+Richard> (done)
[21:19] <~Dan> How many entries are in that bestiary you mentioned?
[21:20] <+Richard> Currently, we have 20 in core. But I would like to bulk that up by a lot.
[21:21] <~Dan> Cool.
[21:21] <+Richard> We have four monsters in the stretch goals, nine in the Tweetstiary (which is a social media campaign where tweeting the tag unlocks new monsters), and a lot of monster commissions in the backer levels.
[21:21] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:21] <+Richard> Hmm
[21:21] <+Richard> Joe?
[21:22] <~Dan> While you’re thinking, I’ll just remind folks that gratuities are always welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[21:22] <+JoeBush> I’m not sure you really hammered home how cool the condition economy is
[21:22] <+JoeBush> That, I think, is a really nifty bit.
[21:23] <+Richard> I feel like I should absolutely shout-out the artists. Joe Bush, Enmanuel Abarca, Miguel Santos, Zachary Card are all super cool and have been awesome to work with.
[21:23] <+Richard> We also have a BLOODLORD who was here for a bit at the beginning of the chat
[21:23] <+JoeBush> Oh yes, absolutely
[21:23] <+Richard> That’s a backer who took me up on my ridiculous hail mary of a backer level
[21:24] <+Richard> Where I write them a game and credit them as its creator
[21:24] <+Richard> 30 – 70 pages
[21:24] <+Richard> No idea what they’re going to commission, but I’m super excited to find out
[21:25] <~Dan> 🙂
[21:25] <+JoeBush> as am I
[21:25] <+Richard> Aaaand it would be super rude not to thank you for hosting this Q&A, Dan!
[21:25] <+Richard> THis was super cool of you!
[21:25] <+Richard> *This
[21:26] <~Dan> You’re very welcome! Thank you for joining us!
[21:26] <~Dan> I hope you’ll hang out with us in the future! You’re always welcome. 🙂
[21:26] <+Richard> I’d love to drop by this chat from time to time, although it might have to be after I’m unburied from kickstarter stuff 🙂
[21:27] <~Dan> Fair enough. 🙂
[21:27] <+Richard> I think I’ve probably bitten off a lot, and in the short term my goal is to chew frantically.
[21:27] <~Dan> Now, if you’ll give me a minute here, I’ll get the log posted and link you. 🙂
[21:27] <+Richard> But I love to format, and I’d love to hear more about other indie games.
[21:27] <+Richard> Sure!