[19:31] <+TerranceHenry> Alrightee, Hello, I’m Terrance Henry and I’m the author creator of woRdPlayinG.cards
[19:31] <+TerranceHenry> woRdPlayinG is an easy to learn, fast paced, role‑playing game (RPG) system using two six-sided dice, 100 action cards and your imagination!
[19:31] <+TerranceHenry> (That’s the promotional line)
[19:31] <+TerranceHenry> heh
[19:33] <+TerranceHenry> But really, I was working on this system to make something that I thought was a little unique and bring something I hadn’t really seen done before
[19:34] <+TerranceHenry> with the use of my action card mechanic and simple die rolls. I wanted something that focused more on the story and less on mechanics.
[19:34] <+TerranceHenry> Done.
[19:34] <~Dan> Thanks, TerranceHenry! The floor is open to questions!
[19:34] <~Dan> First off, does your game have a setting of its own, or any sample settings?
[19:35] <+TerranceHenry> The game is system agnostic right now. My goal at first was just to create the framework.
[19:36] <~Dan> I see.
[19:36] <~Dan> Do you have a character sheet available?
[19:36] <+TerranceHenry> Also, in terms of production, it was easier to get the framework built than it would be to create a specific genre.
[19:37] <+TerranceHenry> I do have a character sheet, might take me a sec to share
[19:37] <~Dan> No rush!
[19:38] <+TerranceHenry> just another moment…..
[19:38] <~Dan> (wb, Silverlion)
[19:39] <+TerranceHenry> (Link: https://nofile.io/f/vYAgwMwFVkx/woRdPlayinG.cards-Dowloadable-Character+Sheet.pdf)https://nofile.io/f/vYAgwMwFVkx/woRdPlayinG.cards-Dowloadable-Character+Sheet.pdf
[19:40] <~Dan> Okay, let’s see here…
[19:41] <~Dan> So it looks like this is an attribute-based system?
[19:41] <+TerranceHenry> Indeed it is. You’ll notice the attributes spell out WORDS
[19:42] <~Dan> (Howdy, Janus!)
[19:42] <~Dan> TerranceHenry: Ah, so it does!
[19:43] <+TerranceHenry> and if you wan’t a little more context also look at (Link: https://wordplaying.cards/#create)https://wordplaying.cards/#create
[19:43] <+TerranceHenry> And then the red and white boxes will start to come together a bit more. Again, the whole aim of this system is simplification
[19:44] <+TerranceHenry> I wanted it to have “just enough” mechanics for when you need them.
[19:45] <~Dan> Hmm…. I think I see the dice mechanic, but I’m not sure. Could you expound on that a bit?
[19:46] <+TerranceHenry> I also wanted to use “common and familiar” dice for newer players… so it feels more like any other dice game they are familiar with… if that makes sense.
[19:46] <+TerranceHenry> Sure.
[19:47] <+TerranceHenry> I am using the color of the dice as a differentiator as well as the actual die number on each dice and I am doing a comparison
[19:48] <+TerranceHenry> so there are cases where you want to roll doubles (for something Difficult)
[19:48] <+TerranceHenry> and cases where you can roll ANYTHING BUT doubles (for something easy
[19:48] <+TerranceHenry> and cases where you need red die higher than white
[19:49] <+TerranceHenry> or red die can equal or be higher than white
[19:49] <~Dan> What does “==” mean?
[19:49] <+TerranceHenry> which subsequently gives me for basic diffiulty tiers to work with… which you will see under the ADVERBS section
[19:50] <+TerranceHenry> ah yes , ==
[19:51] <+TerranceHenry> effectively, if you go beyond the “chart” meaning … if you need to roll doubles only — it’s the = symbol (this would be used if you need to do something difficult)
[19:51] <&Silverlion> +
[19:51] <+TerranceHenry> but the == means you are attempting something that might be insanely difficulty, but the GM will allow it
[19:51] <~Dan> (Howdy, KJ!)
[19:51] <+TerranceHenry> or the GM may choose to say it’s just not possible
[19:52] <~Dan> (Howdy, JoeBush!)
[19:52] <&Akyla> Just finished reading over the site. This seems like it would actually be good for teaching different uses of words. Have you playtested it with any kids?
[19:52] <+TerranceHenry> so this gives some flexibility to the GM depending on what is being attempted.
[19:52] <+TerranceHenry> Akyla, Thanks for that tip… I haven’t “really” done that
[19:53] <+TerranceHenry> most of my playtesters are adults, friends of mine who I’ve roleplayed with through the ages! lol
[19:53] <+TerranceHenry> I haven’t specifically target youth for this game, but I do see your point
[19:54] <~Dan> How do the adverbs work?
[19:55] <+TerranceHenry> Yes, so there are the for basic levels of difficulty and those are the “building blocks” of attributes and descriptions
[19:55] <+TerranceHenry> four not for
[19:55] * ~Dan nods
[19:55] <+TerranceHenry> Barely, Slightly, Moderately, Very – pretty much describe anything
[19:56] <+TerranceHenry> as one of those, in terms of action or difficulty, damage… it’s a really quick way to relay the “level” of something
[19:57] <+TerranceHenry> and by making them “universal” it helps the players and the GM to describe events using “better words” but words that make sense around those levels
[19:58] <+TerranceHenry> Now let me segue a little into the action cards
[19:58] <+TerranceHenry> the 100 card deck
[19:58] * ~Dan nods
[19:59] <+TerranceHenry> So (Link: https://wordplaying.cards/#cards)https://wordplaying.cards/#cards – I’ll try to add some “color” commentary about it… heh
[20:00] <+TerranceHenry> The other major mechanic to this game is the use of the cards. Let me give you a little insight on “why” I came up with using “verbs”
[20:00] <+TerranceHenry> on cards. Have you ever had a new person join a role-playing game? And they are a little “shy” about what they can or should do?
[20:01] <~Dan> Sure.
[20:01] <+TerranceHenry> So while these cards don’t mean they have to use them immediately or anything, they do kind of “jumpstart” their thought processes
[20:02] <+TerranceHenry> on what they might want to try (particularly in a climactic situation). But the cards also add a bonus to the attempt!
[20:03] <~Dan> What sort of bonus?
[20:03] <+TerranceHenry> So there’s an opportunity for players to play their action cards at the right times to help them. The bonus on it’s face is 2 additional die roll attempts
[20:03] <+TerranceHenry> for a total of 3 (you already get one)
[20:04] <+TerranceHenry> so if you have something that might be difficult, you get three chances to succeed. OR
[20:04] <+TerranceHenry> the GM has the leeway to just make it a success.
[20:04] <+TerranceHenry> The other cool thing about using the action cards is that you don’t have to use them in obvious ways
[20:05] <+TerranceHenry> So for example, there is a card in the deck that says “Grill”
[20:05] <+TerranceHenry> So if there is a situation that calls for you to be great chef for some reason and win a contest.. you could say I am going to GRILL an awesome steak!
[20:06] <+TerranceHenry> but you could also use the word GRILL …… like this… I am going to GRILL the criminal for information!
[20:06] <~Dan> I see. Cool.
[20:06] <+TerranceHenry> this opens the door for players to use words in different ways depending on what they can think of and in different situations
[20:07] * ~Dan nods
[20:07] <+TerranceHenry> The other little nifty mechanic I threw in (since you get 5 cards dealt to each player and the GM gets none to start an adventure)
[20:07] <+TerranceHenry> is once a player uses a card they must discard one (give to GM)
[20:08] <+TerranceHenry> so, the GM then gets any player’s discarded card for their use with adversaries and NPC’s
[20:08] <+TerranceHenry> after that point
[20:08] <+TerranceHenry> it works pretty well, to keep things balanced as the game progresses
[20:09] * ~Dan nods
[20:09] <~Dan> Can you walk us through a simple task resolution exercise: Jumping over a gap?
[20:09] <+TerranceHenry> And, as I mention in the rules, of course you don’t need a card to attempt any action
[20:09] <+TerranceHenry> you don’t need the “jump” card to be able to jump
[20:10] <+TerranceHenry> but if you have the JUMP card
[20:10] <+TerranceHenry> it might save your life with the extra bonuses that come with it
[20:10] <+TerranceHenry> 🙂
[20:10] <~Dan> 🙂
[20:10] <+TerranceHenry> done.
[20:11] <~Dan> So give me a hypothetical dice roll for the jump and tell me how to interprit it?
[20:11] <+TerranceHenry> Ah. ok
[20:12] <+TerranceHenry> didn’t see that earlier
[20:12] <~Dan> No problem!
[20:14] <+TerranceHenry> So, essentially the GM would assign one of the four difficulty levels to a task (in this case making a generalization about the gap width)
[20:15] <+TerranceHenry> how difficult is it to jump that gap? Barely difficult (small jump, eazy peazy), Slightly difficult, Moderately difficult, Very difficult (huge gap)
[20:15] <~Dan> Let’s say Moderately.
[20:16] <+TerranceHenry> Ok cool, then each character has their own ability level – So you would refer to the “Durable attribute” (for strength) although I suppose you could also argue for (Swift 🙂
[20:17] <+TerranceHenry> So if the character is also Moderately Durable
[20:17] <~Dan> (Howdy, MarkKelly!)
[20:18] <+MarkKelly> Ello
[20:18] <+MarkKelly> Just dropping in for a few before heading out
[20:18] <~Dan> (TerranceHenry, meet MarkKelly, Friday’s Q&A guest. 🙂 )
[20:18] <+MarkKelly> Hi TerranceHenry
[20:18] <+MarkKelly> ::)
[20:20] <+TerranceHenry> it’s a simple comparison the character would need [red die high no doubles] red greater than or equal to white die
[20:20] <+TerranceHenry> Hi Markkelly!
[20:20] <+TerranceHenry> and the scale slides up or down depending on the character’s attribute/ability
[20:21] <+TerranceHenry> which is how you could end up with “impossible == ” super huge gap
[20:21] <+TerranceHenry> or super wimpy character LOL
[20:21] <+TerranceHenry> can’t make “Very difficult” gap
[20:22] <+TerranceHenry> but the GM always has the option to let the character try of course
[20:22] <+TerranceHenry> no rule is law!
[20:22] <+TerranceHenry> 🙂
[20:22] <~Dan> Hmm… So what do the total values of the dice rolls mean?
[20:22] <+TerranceHenry> on the other end, you could also end up with “automatic”
[20:23] <+TerranceHenry> Yes, dice totals come in to play (mostly in terms of damage and whatnot) but can also be used to help describe how well the character succeeded
[20:23] <~Dan> Ah, gotcha.
[20:23] <+TerranceHenry> so you can roll, say a total of 3 and because red was 2 and white was 1
[20:23] <+MarkKelly> What would that scale look like? In terms of success
[20:24] <~Dan> But I’m confused… You said the Moderately vs. Moderately meant greater than or equal to? Because the symbol just says greater than there.
[20:24] <~Dan> (Sorry. I’m dense. I’ll plead that it was a long day. 🙂 )
[20:25] <+TerranceHenry> whoops! you are correct Dan, typo on my part
[20:25] <~Dan> Oh! Good. I thought I was missing something there. 🙂
[20:25] <+TerranceHenry> I was for some reason thinking about slightly vs moderately, but wrote moderately v moderately
[20:25] <+TerranceHenry> good catch!
[20:25] * ~Dan nods
[20:25] <~Dan> Heh. Thanks.
[20:26] <~Dan> Okay, this is making more sense to me now…
[20:26] <~Dan> Did you see MarkKelly’s question?
[20:27] <+TerranceHenry> The success scale
[20:27] <+MarkKelly> Ya
[20:28] <+TerranceHenry> So the way things generally break down – for most “average characters” that fall into the Moderately range with some Slightly
[20:29] <+TerranceHenry> Barely difficult will be about 80% chance of success, Slightly @60, Moderately @40, Very @ 20
[20:29] <+TerranceHenry> I put about because it’s actually like… 16.7777777, etc…
[20:29] * ~Dan nods
[20:30] <~Dan> So it looks like the system is inherently limited by its closed scale. Or am I missing something there?
[20:30] <+TerranceHenry> Again, I really wanted to flatten the levels a bit, to keep things simple
[20:30] <~Dan> In terms of what it can simulate, I mean.
[20:31] <+TerranceHenry> You are on the right path there Dan,
[20:31] <+TerranceHenry> So for things that go way off the chart, I institute a multiplier
[20:31] <~Dan> Oh? How’s that work?
[20:31] <+TerranceHenry> using x2, x3, etc…
[20:32] <+TerranceHenry> again, trying to keep things fast and simple
[20:33] <~Dan> Where is the multiplier applied, though?
[20:33] <+TerranceHenry> For example, “magic items” that have a bonus damage component like a “Shortsword of Wounding” could be simply translated to be Slightly Powerful (6 points max damage) as any other shortsword, but due to its magical nature, the damage score is doubled upon success, so damage score of 2 is doubled to 4, 3 is doubled to 6, 4 doubled to 8, 5 doubled to 10, and 6
[20:33] <~Dan> Hmmm…
[20:34] <+TerranceHenry> see… um… (Link: https://wordplaying.cards/#damageincombat)https://wordplaying.cards/#damageincombat
[20:34] <~Dan> But that affects the success level, not the chance of success itself, correct?
[20:34] <+TerranceHenry> and the lead in: ADVERBS AS DAMAGE
[20:34] <+TerranceHenry> correct
[20:35] <+TerranceHenry> you still basically compare the four levels of difficulty verses the characters ability. And once you go off the scale at the top or the bottom
[20:36] <+TerranceHenry> you start to get into “GM’S choice” territory (automatic/roll to be sure or impossible/roll because there a chance)
[20:37] <~Dan> So would it be correct to say that this game is designed with normal humans in mind?
[20:37] <~Dan> At least, it seems to be closed-ended around a human scale.
[20:37] <+TerranceHenry> Yes, that’s the “norm” – correct
[20:37] <+MarkKelly> OK, must run. Will read through the full interview later when it is posted. Good luck!
[20:38] <~Dan> Take care, MarkKelly!
[20:38] <+TerranceHenry> Thanks for stopping by markkelly
[20:39] <~Dan> That being the case, what sorts of settings have you used this system for?
[20:40] <+TerranceHenry> Hack-n-slash games (D&D types) work well. Horror/Mystery type games seem to work really well too… the cards become even more “valuable” in a “cthulhu” type setting
[20:41] <+TerranceHenry> dabbled a bit with westerns and ninjas. also good
[20:41] <~Dan> See, in both cases, I would think that you’d run into adversaries that would break the scale, re: hack and horror.
[20:43] <~Dan> For example, if the strongest human is Very Durable… how Durable is, I dunno, an ogre?
[20:43] <+TerranceHenry> Right, but in those cases, it actually kind of amps up the intensity – plus, the key is more on the story than it is on the mechanics! So it makes for very satisfying challenges with monstrous opponents
[20:44] <+TerranceHenry> Yes, an ogre is a formidible opponent, but you also have to remember there also skills that augment a characters basic attributes as well
[20:45] <~Dan> Oh? How do skills work?
[20:45] <+TerranceHenry> So skills can “replace” your normal stat when using that skill
[20:46] <+TerranceHenry> and they also have the advantage of taking the “cap” off of damage for skills that would do damage in that way
[20:46] <+TerranceHenry> So a normal person with a sword can only do… say 6 points
[20:47] <+TerranceHenry> but a person with the sword skill can do as much damage as they roll because of their skill
[20:47] <+TerranceHenry> so that also helps to even the odds
[20:48] <+TerranceHenry> and so, these two characters fighting each other… for example… the one with the sword skill is far more dangerous
[20:49] <~Dan> Wouldn’t it then make sense to be skilled in the smallest, least expensive weapons to take advantage of that rule? Why learn to fight with a two-handed sword when you can get more bang for your buck from a wee dagger, for example?
[20:49] <+TerranceHenry> but by the same token a character with the knife skill, can be just a dangerous… they are an “expert” with the knife and they can strike in deadlier ways
[20:50] <+TerranceHenry> I follow you, while I don’t disagree with your assessment, I have found that most players want to be a “certain way” in concept
[20:50] * ~Dan nods
[20:51] <~Dan> So just for grins, how would you stat out the ogre?
[20:51] <+TerranceHenry> that’s just what I generally notice, and for this type of system – again the emphasis is on story
[20:51] <+TerranceHenry> 🙂
[20:52] <~Dan> Yup, nothing wrong with that. I hope you’ll bear with me — I tend to poke and prod at new systems. 🙂
[20:52] <+TerranceHenry> oh no worries!
[20:52] <+TerranceHenry> lol
[20:55] <+TerranceHenry> For an ogre I would probably do something like….. Barely or Slightly? (depends on who you ask)
[20:55] <+TerranceHenry> O (Slightly?)
[20:56] <+TerranceHenry> R (this could be anywhere fro Slightly to Very… so Moderately)
[20:56] <+TerranceHenry> D (Very)
[20:57] <+TerranceHenry> S (also tough call… Slightly to Moderately)
[20:58] <+TerranceHenry> done?
[20:58] <+TerranceHenry> lol
[20:58] <~Dan> 🙂
[20:58] <~Dan> What is Ruff-N-Tumble used for?
[21:00] <+TerranceHenry> Ruff-N-Tumble is essentially a characters ability to fight… I have always agonized over systems that used straight up agility or strength to determine a characters ability to brawl
[21:00] <~Dan> Ah, gotcha. Yeah, I can see that being useful.
[21:00] <+TerranceHenry> I get it, and why… but I always seemed to enjoy systems that broke that out
[21:00] * ~Dan nods
[21:01] <+TerranceHenry> you still obviously still have archer types, or gun types that will use “agility”
[21:01] <~Dan> Okay, so I took it kind of easy on you with the ogre… How would you do the Durability of a giant?
[21:01] <+TerranceHenry> because that makes sense, but for just out and out fighting
[21:01] <~Dan> 🙂
[21:02] <+TerranceHenry> haha yeah so with a giant… I would do what I explained with multipliers
[21:02] <+TerranceHenry> so while I would make the Giant Very Durable
[21:04] <+TerranceHenry> I would also augment their health score accordingly… so if it were say… 11 (normally) – in terms of that number contributing to their overall health score I would x2 it
[21:04] <+TerranceHenry> or x3 it or whatever
[21:04] * ~Dan nods
[21:04] <+TerranceHenry> so the Giant would get the benefit of lasting “longer”
[21:04] <+TerranceHenry> but a giant is also probably easier to “hit” .. but that’s always been a debate too! 🙂
[21:05] <~Dan> Would you multiply the damage of his attacks as well?
[21:05] <+TerranceHenry> Yes I would
[21:05] * ~Dan nods
[21:05] <+TerranceHenry> yep you got it
[21:06] <~Dan> So for Durability tasks, he wouldn’t be any better off than the ogre, going strictly by the rules, but he’d have far greater success levels.
[21:06] <+TerranceHenry> right
[21:06] <~Dan> (Howdy, piercefraser!)
[21:07] <~Dan> Do you include any rules for paranormal powers in the core rules?
[21:08] <+TerranceHenry> When actually playtesting this system, the points you make are perfectly valid! But, when playing, you don’t really “notice” these fiiner points because things keep moving which is what the player’s enjoy
[21:08] <~Dan> Sure, I can appreciate that.
[21:09] <+TerranceHenry> I don’t, but I can see ways to incorporate them and have when when playing smaller one off type games
[21:10] <+TerranceHenry> but because paranormal abilities are so far ranging, I know to really tackle that, I would need to probably make a supplement just for that
[21:10] * ~Dan nods
[21:11] <~Dan> How have you handled such abilities when you’ve run fantasy and horror games?
[21:13] <+TerranceHenry> Essentially, more like “skills” depending on the ability. If it is a mental ability, it could be treated as an augmented “Observation” or “Witty” skill depending. and if it’s a more physical ability like fireball
[21:14] <+TerranceHenry> it’s treated more like other agility based skills (for aim) and usually take the cap off for damage…
[21:16] <+TerranceHenry> but that’s the “short answer” haha
[21:16] <~Dan> 🙂
[21:17] <+TerranceHenry> And, now the unfortunate news… my kickstarter will likely not fund 😦 but that’s OK. I’ve learned a lot
[21:17] <~Dan> Awww… I’m sorry to hear that. 😦
[21:17] <~Dan> Is this your first attempt at publishing a game?
[21:18] <+TerranceHenry> It’s all good. Yes it is. I wanted to see what would happen and it has been a great experience.
[21:18] <~Dan> Well, good for you for trying!
[21:18] <~Dan> What games inspired your design, if any?
[21:18] <+TerranceHenry> I may yet re-launch it. Or I may just offer the game through something like drivethru-rpg
[21:18] <~Dan> (Welcome to #randomworlds, Guest82!)
[21:19] <+TerranceHenry> I think the games that inspired me the most… are Paranoia (the original), obviously D&D, the TSR version of Marvel’s Superheroes
[21:20] <~Dan> Hmm. An interesting mix.
[21:20] <+TerranceHenry> although I have played A LOT of games… werewolf, vampire, cthulu, etc, etc, gurps,
[21:20] <~Dan> Sure.
[21:21] <+TerranceHenry> the ones I listed above are the ones that I probably enjoyed the most
[21:21] <+TerranceHenry> So many games, so little time
[21:21] <+TerranceHenry> haha
[21:21] <~Dan> Indeed. 🙂
[21:21] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:22] <~Dan> And while you’re thinking on that, I’ll just mention to folks that gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 😀
[21:23] <+TerranceHenry> Just that, as I mentioned, although my kickstarter for wo
[21:24] <+TerranceHenry> woRdPlayinG.cards won’t fund. The game will still be there at the site. As I mentioned I may re-list it or I might just go another way, but I will keep it available for people who are interested
[21:24] <+TerranceHenry> so I just ask that if you are interested in trying something new, stop by after the end of the kickstarter to see how you can get the cards
[21:25] <+TerranceHenry> I just have some re-tooling to do 🙂
[21:25] <~Dan> 🙂
[21:25] <+TerranceHenry> and thanks for having me!
[21:25] <~Dan> Thanks very much for joining us!
[21:25] <+TerranceHenry> No problem
[21:25] <~Dan> Give me just a minute, and I’ll get the log posted and link you. 🙂
[21:25] <+TerranceHenry> Glad I was able. Ok great!
[21:25] <~Dan> And by the way, please feel free to hang out with us whenever you like!