[19:33] <+clash_bowley> I am clash bowley, chief designer of Flying Mice Games.
[19:33] <+clash_bowley> I’m here to talk about StarCluster 4 games, specifically Wavefront Empire, but any of the many StarCluster 4 games are ok to talk about.
[19:34] <+clash_bowley> StarCluster 4 is a game engine with no actual core.
[19:35] <+clash_bowley> It is instantiated in various settings, like Zero Stage, or Sweet Chariot, or Wavefront Empire.
[19:35] <+clash_bowley> There is a free version – StarCluster 4 Free with no setting, and the print version is at cost.
[19:36] <+clash_bowley> Wavefront Empire is a SF game set in the far, far future.
[19:36] <+clash_bowley> There is one faith, which is broad and open to debate.
[19:37] <+clash_bowley> There is one Empire, which includes all of known space.
[19:38] <+clash_bowley> Travel between systems is expensive and strange. There is no FTL
[19:39] <+clash_bowley> Passengers and crew on the ship are put into cold sleep, and the ship travels in normal space for a long long time.
[19:40] <+clash_bowley> THen just before it enters the target system it jumps backward in time to just after it left.
[19:40] <+clash_bowley> So, yes, time travel but no FTL>
[19:41] <+clash_bowley> The Empire has sustained itself for centuries by conquering previously settled systems in a wavefront.
[19:41] <+clash_bowley> Thus the Wavefront Empire.
[19:42] <+clash_bowley> Now they have begun to run dry, and the Empire is not designed for that, and it is starting to crack up.
[19:42] <+clash_bowley> There are hundreds of rebel movements, but they almost always know nothing about each other.
[19:43] <+clash_bowley> But play is intended to be in one system. where travel is readily available.
[19:43] <+clash_bowley> Concentrating onn one world.
[19:44] <+clash_bowley> There are lots of social changes, and lots of ‘human’ species.
[19:44] <+clash_bowley> But none that is human like we are. They died off.
[19:44] <+clash_bowley> (done)
[19:45] <~Dan> Thanks, clash_bowley! The floor is open to questions!
[19:45] <~Dan> So no true aliens in the setting — just human subspecies?
[19:46] <+clash_bowley> Not subspecies, different species which are not able to breed.
[19:46] <+clash_bowley> Thast is actually key to some of the social changes.
[19:46] <+clash_bowley> But all the species are descended from humans.
[19:46] <~Dan> Ah, I see.
[19:46] <+clash_bowley> And think of themselves as ‘human’.
[19:47] <~Dan> Can you give us some examples of these species?
[19:47] <+Panzerkraken> Clash, as a fairly longtime fan (I bought the developer’s pack for SC3 back around when you put it out) I’d definitely like to say you’ve done a great job and thanks. I’ve picked up SC4, and I saw that you only included StarPool with it, do you feel like the other plugins are still viable?
[19:48] <+Panzerkraken> Sorry, I’ll take my question in order.
[19:48] <~Dan> No worries, Panzerkraken! I’ll call for a question pause as needed to let clash_bowley catch up. 🙂
[19:48] <+clash_bowley> There are Norns which are small and mostly blind in daylight, but they have good nightvision and other senses. They live primarily in the dark, on rogue planets and comets and asteroids.
[19:49] <+clash_bowley> They are specialists in making temporal devices and working with Dark Matter, which is triggered by light.
[19:49] <~Dan> So is their vision a bunch of Norn sense?
[19:50] <+clash_bowley> Ouch! 😀
[19:50] <+clash_bowley> Yes!
[19:50] <+Panzerkraken> Norn of your puns!
[19:50] * ~Dan chuckles
[19:50] <~Dan> Sorry. Couldn’t resist. Carry on. 🙂
[19:50] <+clash_bowley> Panzerkraken – Almost all of the old StarCluster 3 systems work well with StarCluster 4.
[19:51] <+Panzerkraken> Why did you decide to focus on Starpool?
[19:51] <+clash_bowley> The lone exception is the old StarPerc percentile system. I have a replacement called Star100 available.
[19:52] <+clash_bowley> Because StarPool is really easy to work with. It outputs a number of successes, and everything in StarCluster 4 uses successes.
[19:53] <+clash_bowley> It was the most widespread SC3 mechanic that used successes.
[19:53] <+clash_bowley> (done)
[19:53] <~Dan> For those unfamiliar, can you give us an overview of task resolution in this system?
[19:54] <+clash_bowley> With StarPool?
[19:54] * ~Dan nods
[19:55] <+clash_bowley> Starpool uses a pool of d20s. You roll Skill rank +1 dice. Any result equal to or lower than the Attribute is a success.
[19:56] <+clash_bowley> (done)
[19:57] <+clash_bowley> The skill subsystem is completely different in SC4 to previous versions, btw.
[19:57] <+Panzerkraken> Very, and in a good way. Also, I really like the narrative form you use for your Edges and Quirks, but some of them seem less well-defined than others. For instance, Pack Mentality under Humans; I couldn’t define something specific from the basic rules for it; is it clarified somewhere?
[19:58] <+clash_bowley> I try not to clarify anything. Generally pack mentality is working in small teams in a social environment.
[19:58] <+Panzerkraken> Following that, while I’m familiar with the skill subsystem, could you cover the basics for the audience at home? It’s very unique and well-thought out.
[19:59] <~Dan> Yes, please do!
[19:59] <~Dan> Also, if you have a character sheet posted somewhere, that would be great!
[19:59] <+clash_bowley> OK! There are only 4 skills for each of the six attributes, creating 24 skills.
[20:00] <+clash_bowley> These skills only go up to skill rank +2
[20:00] <+clash_bowley> To get better than that – to do expert or masterworks – you need to specialize.
[20:01] <+clash_bowley> A specialty starts at +2, and goes as high as you need them to.
[20:01] <+clash_bowley> excuse me, at +3
[20:01] <+clash_bowley> typo!
[20:02] <~Dan> Oh no!
[20:02] <~Dan> 😉
[20:02] <+clash_bowley> So your Attribute of INT has a skill of Science, whcih has a Specialty of Astronomy.
[20:02] * ~Dan nods
[20:03] <+clash_bowley> Specialties can be ad hoc, but there are at least three suggested Specialties under each Skill.
[20:03] <+Panzerkraken> I saw the great flowcharts you used for the skill trees, other than the build points available, is there any limit to the number of times you can take a particular entry on the tree? Do you have to progress to the next, or can you just stay in the same entry?
[20:04] <+clash_bowley> As usual with me, that is open to what your group feels is right.
[20:05] <+Panzerkraken> May I ask how you do it at your table?
[20:05] <+clash_bowley> I personally let the players choose any given template only once.
[20:06] <+clash_bowley> (Looking for examples of charsheet and template tree online!)
[20:06] <~Dan> You’ve said that there’s no FTL, but there is time travel… Can you give us some other highlights of the setting’s tech level?
[20:07] <+Panzerkraken> And do they freely move though the trees? Like you could go through being the Action Movie Star in the Athlete tree, then shift over to Civil Servant and down to Spy, to make yourself Jean Claude Van Johnson?
[20:07] <+Apparition> You can download the character sheet in a document package here. – (Link: http://www.flyingmice.com/WavefrontEmpireDocs.zip)http://www.flyingmice.com/WavefrontEmpireDocs.zip
[20:08] <~Dan> Thanks, Apparition!
[20:10] <+clash_bowley> HEre is a Charsheet (Link: https://drive.google.com/open?id=1OTznGKHy-ydYs8O0fbVJOBMPOpkCmTOa)https://drive.google.com/open?id=1OTznGKHy-ydYs8O0fbVJOBMPOpkCmTOa
[20:11] <+clash_bowley> And here is a Template Tree (Link: https://drive.google.com/open?id=120PEd7z4u5_syr5l-emJp1_3wNSvyLi3)https://drive.google.com/open?id=120PEd7z4u5_syr5l-emJp1_3wNSvyLi3
[20:12] <+clash_bowley> Dan – Time travel to the future is always available. Time travel to the past is only available where you cannot send information and corrupt causality.
[20:13] <+clash_bowley> There are all sorts of ways to suspend, slow down, speed up, or stop time.
[20:13] <+Panzerkraken> I’m time travelling to the future right now. Have to work on the acceleration, but coasting is going along fine 🙂
[20:13] <+clash_bowley> Exactly!
[20:14] <+clash_bowley> 😀
[20:15] <+clash_bowley> As for movement within the trees, you have to start at the base template, which has a prereq, and move along the arrows to the next template in line.
[20:16] <&Silverlion> Heh. Are they working on new ways to get around?
[20:16] <+clash_bowley> All the preceding templates are essentially prereq’s for the given template.
[20:16] <+Panzerkraken> I meant between them? Like when you’re done with Athlete, can you go over to Civil Servant?
[20:17] <+clash_bowley> Oh! Sure! I mentioned this explicitly in Wavefront Empire!
[20:17] <+Panzerkraken> Ah, well, that’s probably ahead in my 4-d path at this point.
[20:18] <+clash_bowley> Even in Wavefron Empire, where you belong to one guild all your life, you can move between trees!
[20:18] <+clash_bowley> You are cross-training with your guild’s encouragement.
[20:18] <+Panzerkraken> I know you’re here to talk about the Wavefront book specifically, but I found the concept behind Cold Space et al very compelling; could you go over that for us as well?
[20:18] <+clash_bowley> Sure!
[20:19] <~Dan> That’s the one with the space subs, IIRC?
[20:19] <+clash_bowley> Tim – they are, but they have found no FTL as of yet. That could be a very interesting campaign with huge implications!
[20:19] <+clash_bowley> Yes, Dan!
[20:20] <+clash_bowley> Cold Space and its sequel FTL Now have been moved to StarCluster 4.
[20:20] <+clash_bowley> Slimming them down quite a bit in the process…
[20:20] <~Dan> Oh, FTL shows up in Cold Space?
[20:20] <+clash_bowley> SC4 is far lighter than SC3/
[20:20] <+clash_bowley> Oh, yes!
[20:21] <+clash_bowley> Cold Space has Alcubierre type space warping.
[20:21] <~Dan> Interesting. I’d forgotten that (assuming that I ever knew it).
[20:21] <+clash_bowley> Travel in system is also faster than normal.
[20:22] <~Dan> In Cold Space, you mean?
[20:22] <+clash_bowley> There is no artificial gravity outside of thrust and rotation.
[20:22] <+clash_bowley> Yes – we are talking COld Space/FTLNow
[20:22] * ~Dan nods
[20:23] <+clash_bowley> There is countergravity, which only works in gravity wells.
[20:24] <~Dan> (Welcome to #randomworlds, cecilhowe!)
[20:24] <+clash_bowley> THat game is set in an alt-history 1950s to 1980s, with FTL going from the 90s to now.
[20:24] <+cecilhowe> howdy !
[20:24] <+clash_bowley> Hi cecilhowe!
[20:25] <~Dan> (cecilhowe, meet clash_bowley, tonight’s Q&A guest! clash_bowley, I’m just getting cecilhowe set up for a Q&A tomorrow. 🙂 )
[20:25] <+clash_bowley> Awesome!
[20:25] <+clash_bowley> 😀
[20:25] <+clash_bowley> Nice to meet you Cecil!
[20:25] <+cecilhowe> nice to meet you also! i haven’t been to one of these in a long time haha
[20:26] <~Dan> We get a lot of that. 🙂
[20:26] <+clash_bowley> So Cold Space is set in a cold war in space, whereas FTL Now carries the War on Terror into space.
[20:27] <~Dan> clash_bowley: Want to link the folks to the games we’re discussing?
[20:27] <+Panzerkraken> Oh! I wasn’t aware of that one. I like the GWOT concept.
[20:29] <+clash_bowley> In the ultimate cheesy moment, colonial sparatists crash a Mars-terraforming comet into NYC on Sept 11, 2001.
[20:30] <+Panzerkraken> Here’s a link to the BMG/FMG games on Precis Intermedia: (Link: http://www.pigames.net/store/default.php?cPath=73_75)http://www.pigames.net/store/default.php?cPath=73_75
[20:30] <+clash_bowley> There are enormous casualties, the ring od fire touches off, and there’s a long-lasting global winter. The colonies are left to their own devices.
[20:31] <+clash_bowley> Here’s the StarCluster 4 games page! (Link: http://www.flyingmice.com/starcluster4.html)http://www.flyingmice.com/starcluster4.html
[20:32] <+clash_bowley> All the SC 4 games are listed there!
[20:33] <+clash_bowley> Cold Space, FTL Now, Sweet Chariot, and The Necklace were all previously released for SC1 and/or 2 and/or 3.
[20:33] <+clash_bowley> The rest are new with StarCluster 4
[20:34] <+clash_bowley> One of the ways I cut the size of my games drastically is offloading options into Toolkits.
[20:34] <+clash_bowley> There are six toolkits available, with two more in the pipeline.
[20:35] <+clash_bowley> Each toolkit takes on a range of options for any otf the games.
[20:37] <~Dan> Are these alternate systems?
[20:37] <+clash_bowley> Not yet.
[20:38] <~Dan> Do I remember correctly, though, that you offer multiple systems with each game?
[20:38] <+clash_bowley> There are devices, spaceships, species, robots, character options…
[20:39] <+clash_bowley> Some of the SC4 games come with 2 resolution mechanics.
[20:39] <+clash_bowley> Most come with 1.
[20:39] <~Dan> Hmm. Maybe I’m thinking of your modern fantasy game?
[20:39] <+clash_bowley> But as I mentioned with Panzerkraken, most of the StarCluster 3 mechanics will work fine with StarCluster .
[20:40] <+clash_bowley> StarCluster 3 can with several, and there are ones you can download for it.
[20:41] <+clash_bowley> Diceless, d6-d6, d6 dice pool, percentile, etcetera.
[20:41] <+Panzerkraken> Yup. There was pretty much a system to support everyone’s favorite dice mechanic.
[20:41] <~Dan> Gotcha.
[20:42] <~Dan> (What was the name of that urban fantasy game?)
[20:42] <+clash_bowley> Blood Games
[20:42] <~Dan> Ah, right! Not to derail the conversation, but have you done anything with that lately?
Session Close (#randomworlds): Mon Sep 24 20:43:01 2018 -0500
Session Start (Dan:#randomworlds): Mon Sep 24 20:43:07 2018 -0500
[20:43] <~Dan> (Whoops! Sorry.)
[20:43] <+clash_bowley> Well, not since StarCluster 3
[20:43] * ~Dan nods
[20:44] <~Dan> So is StarCluster your primary focus these days?
[20:44] <+clash_bowley> Blood Games, On Her Majesties Arcane Sevice, and Outremer are all a modified StarCluster 2 systemwise.
[20:44] <+clash_bowley> Yes. Eventually, I will port THe Blood Games games and the In Harm’s Way military games over to SC4
[20:45] * ~Dan nods
[20:45] <+clash_bowley> The SC4 system is simpler and more flexible.
[20:45] <+clash_bowley> SC3 was flexible, but massive.
[20:46] <+clash_bowley> SC 2 was nboth massive and inflexible… 😀
[20:46] * ~Dan chuckles
[20:46] <~Dan> Was SC 1 tiny and inflexible? 🙂
[20:46] <+clash_bowley> You got it!
[20:47] <~Dan> Really? I was joking. 😀
[20:47] <+clash_bowley> Not so tiny, but smaller than SC2!
[20:48] <~Dan> Ah, gotcha. 🙂
[20:49] <+Panzerkraken> Since IHW was mentioned, I saw you put out IHW: SC at some point, but the colors look like SC3; is that one of your ongoing projects?
[20:50] <~Dan> So you mentioned different species of humans… How much does plant and animal life vary by planet?
[20:51] <+clash_bowley> There are plants and animals they have brought with them, others are particular to the worlds.
[20:51] <+clash_bowley> If they are important that would have to be addressed in the setup.
[20:52] <~Dan> So there’s actual alien life in the setting?
[20:52] <+clash_bowley> Yes, just no spaient aliens.
[20:52] <&Silverlion> I want SC4 Omnibus. With tools for building clusters, aliens, organizations, ships, and weapons.
[20:52] <+clash_bowley> sapient
[20:53] <+clash_bowley> One of these days I will mash the toolkits together with the StarCluster 4 Free game, and call it The Omnibus!
[20:54] <+clash_bowley> But I need to do the next two toolkits first!
[20:54] <+clash_bowley> Psionics and Magic, and GM Tools.
[20:55] <+clash_bowley> Then everything vital will be done!
[20:55] <~Dan> Ah, I forgot about psionics. Is that a thing in Wavefront Empire?
[20:55] <+clash_bowley> It can be. Psionics is optional in (almost) all SC4 games.
[20:56] <+clash_bowley> Only Sweet Chariot requires them!
[20:56] <~Dan> Why the requirement in Sweet Chariot? (And that’s the one with the poisonous clouds, right?)
[20:57] <+clash_bowley> There is a rudimentary Psionics system which uses normal skills in all the games. but the Toolkit will be everything one could want!
[20:58] <+clash_bowley> Sweet Chariot was released for StarCluster 1 and 2, then for 4, so there is one nation of Chariot that is built around Psionics.
[20:58] <+clash_bowley> And yes, it has a poisonous atmosphere with a lot of argon.
[20:59] <+clash_bowley> People need to live on the tolps of the mountains where the air is thin enough not to be toxic.
[20:59] <+clash_bowley> tops
[21:00] <+clash_bowley> People tootle around from mountain range to mountain range in steam zeppelins.
[21:00] <+clash_bowley> It’s a hell of a lot of fun!
[21:00] <+Panzerkraken> Where does the name come from?
[21:01] <+Panzerkraken> Sweet Chariot?
[21:01] <+Panzerkraken> Other than the song…
[21:01] <+clash_bowley> Chariot is the name of the world, and it’s pretty much a hell hole.
[21:01] <~Dan> Irony!
[21:01] <+Panzerkraken> Ah, got it.
[21:02] <~Dan> Do I remember correctly that Sweet Chariot is part of a larger setting?
[21:02] <+clash_bowley> So hot there are places people can’t live, the atmosphere will kill you, and there are naturally occurring radiation sources – natural nuclear piles mediated by groundwater.
[21:02] <+clash_bowley> The argon is a byproduct of radioactive decay.
[21:03] <+clash_bowley> And a billion people.
[21:04] <+clash_bowley> Yes – Sweet Chariot is part of the old standard SC1 and 2 setting. About 100 star systems in a cluster.
[21:05] <~Dan> (I am vaguely proud of myself for remembering these things. 😀 )
[21:05] <+clash_bowley> That is also available for SC 4, for free, called the Classic Setting.
[21:05] <+clash_bowley> I am amazed you remember all this! 😀
[21:06] <+Panzerkraken> Dan has me by a long shot, and I read SC3 completely through (although it was a couple years ago). Hats off!
[21:06] * ~Dan bows
[21:06] <+clash_bowley> So you could pick up SC4 Free and Classic Setting, and have your standard SC 2 setup.
[21:06] <&Silverlion> Yay Omnibus!
[21:06] <+clash_bowley> 😀
[21:08] <~Dan> If I can rewind a bit and reveal my ignorance in the process, what is a “wavefront” in this context?
[21:10] <+Panzerkraken> A wave of invasion/colonization that drives the empire’s economy?
[21:10] <+clash_bowley> The Wavefront is the way the empire has expanded until recently. it a wave, radiating out from its center.
[21:10] <+clash_bowley> Exactly, Panzerkraken!
[21:11] <+Panzerkraken> So with the slowdown, the demand for goods began to wane and the internal commerce slowed, caused unrest and protectionism, and eventually the whole thing will collapse?
[21:11] <+clash_bowley> The Empire is in teh midst of shattering, but it is so big it doesn’t know it is dead yet.
[21:11] <+Panzerkraken> Oh, and the whole time travel bit.
[21:11] <+clash_bowley> Yes.
[21:12] <+Panzerkraken> Like, are there stories about bits of news picked up just before the ship shifted back, horrifying tales where the whole planet is covered in dust and there’s just distress beacons?
[21:12] <~Dan> Would it be accurate to call your settings “hard scifi except for _______”?
[21:14] <+clash_bowley> The ships don’t shift back. Panzerkraken. The ship and robots might be 500 years old. They have to be at the least refurbished if not scrapped after every run.
[21:14] <+clash_bowley> Dan – Most of them! Not all.
[21:15] <+clash_bowley> Sabre and World is a planetary romance game.
[21:15] <~Dan> Oooo…. That one I haven’t heard about!
[21:15] <+clash_bowley> StarCluster 4 – Sabre & World
[21:15] <+Panzerkraken> I just saw that being tossed around as a concept in a thread on RPG Pub; they were talking about a Barsoom game.
[21:16] <~Dan> When did that come out?
[21:16] <+clash_bowley> It’s designed for stuff like that.
[21:16] <+clash_bowley> Last year – 2017, Dan.
[21:17] <+Panzerkraken> Is there a default setting, or at least an elements of style guide?
[21:17] <+clash_bowley> It works on a very generic basis.
[21:17] <+clash_bowley> There is no default setting.
[21:18] <+clash_bowley> Each setting is its own self.
[21:18] <+clash_bowley> Tehre is a setting Toolbox if you want to hack your own. 😀
[21:18] <+Panzerkraken> Oh, you’ll get my money.
[21:19] <~Dan> What’s Tehre?
[21:19] <+Panzerkraken> lol
[21:19] <+clash_bowley> A typo I like to make for ‘There’… 😀
[21:20] <~Dan> Oh! *smacks self*
[21:20] <~Dan> I thought it was the name of a planet or something. 😀
[21:20] <+clash_bowley> From context, it could have been!
[21:21] <~Dan> That makes me feel better. 🙂
[21:21] <~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:21] <+clash_bowley> The Settin toolbox has generators & rules for making worlds, cities, cultures, and neighborhoods.
[21:21] <+Panzerkraken> Well, that’s settled. I’ll be putting together something set in a system called “Tehre”. With planets called “Ova”, “Ahn”, “Unna” and “Weah”
[21:22] <+clash_bowley> HAhahaha!
[21:22] <+clash_bowley> 😀
[21:22] * ~Dan laughs
[21:23] <~Dan> (Total aside: In the comedy game Tales from the Floating Vagabond, it’s a little-known fact that every solar system contains a planet with a name that sounds like “Uranus”.)
[21:23] <+clash_bowley> The social setting in Wavefront Empire is very different.
[21:24] <+clash_bowley> (Yes! I always looved that!)
[21:24] <+Panzerkraken> (Hypercad 54, Where Are You?! was a favorite of mine 🙂
[21:24] <+clash_bowley> Hehe!
[21:24] <+clash_bowley> I love a good comedy game!
[21:25] <~Dan> Poor Lee Garvin… I hope he finds a place to live soon.
[21:25] <+Panzerkraken> But, wince we have like 6 minutes left, what about that social setting? Also, you made a vague statement about religion at the beginning.
[21:26] <+clash_bowley> OK! The Empire is partly theocratic. It is sanctioned by – and strongly supports the Temple of Mani.
[21:26] <~Dan> (By the way, clash_bowley, as you know, you’re welcome to hang out as long as you like. I’ll just need to log the “official” end of the chat at some point. 🙂 )
[21:27] <+clash_bowley> Manism is an interpretive religion, and all interpretations are valid, but the Empire supports the ‘orthodox’ interpretation.
[21:27] <+clash_bowley> The prophet Mani was a singer songwriter who was eventually murdered.
[21:28] <+clash_bowley> It is extremely syncratic, and has absorbed all other religions.
[21:28] <+clash_bowley> In other words, all other religions have been reduced to an interpretive set.
[21:28] <~Dan> I’ll bet everyone is required to attend the celebration of Mani at least once in their lives.
[21:29] <~Dan> It is their Mani fest destiny.
[21:29] <+Panzerkraken> … I think I have to log off now.
[21:29] <+clash_bowley> I should ahve seen that one coming!
[21:29] <+Panzerkraken> (kidding)
[21:29] <~Dan> 😀
[21:29] <+clash_bowley> 😀
[21:29] <+Panzerkraken> I hope you can accept me back into the manifold.
[21:30] <+clash_bowley> By pressure from the Temple, there are no more corporations.
[21:30] <+clash_bowley> You will always be welcome my son!
[21:30] * ~Dan chuckles
[21:30] <+Panzerkraken> Mani thanks.
[21:30] <~Dan> 😀
[21:31] <+Panzerkraken> So.. no more Corporations, like they outlawed them like cults?
[21:31] <+clash_bowley> Everything is arranged into guilds, in which every member shares.
[21:31] <+clash_bowley> There is no more formal education
[21:32] <+clash_bowley> You choose a guild as a teen, and they give you an implant with your basic education on it.
[21:32] <+clash_bowley> The rest of your life, you are part of the guild.
[21:33] <~Dan> (This is why your teen years are a guilded age.)
[21:33] <+clash_bowley> Families are arranged into clans. The clans are usually of several different species.
[21:34] <+clash_bowley> Clan families work together, pooling resources for their own betterment. Clans generally drive local politics.
[21:35] <+clash_bowley> Most everyone belongs to a social club, which gets together for some purpose.
[21:35] <+Panzerkraken> Sounds complicated. I do like the callback to the British club concept.
[21:36] <+clash_bowley> So your group’s association can be a clan, a guild, or a club. All are viable.
[21:36] <~Dan> (wb, Drew)
[21:36] <+clash_bowley> For example my current player’s association is an exploration club. They are of different guilds and clans, but they have their club in common.
[21:37] <+Drew> (ty Dan, power outtage)
[21:37] <+Panzerkraken> And you said that the guilds encourage cross-training?
[21:37] <+clash_bowley> Yes, you can move from guild Tree to guild Tree freely.
[21:38] <~Dan> Oh, before we wrap up the official chat, just a reminder to folks that gratuities are always welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[21:38] <+clash_bowley> But your main guild is the one you first joined, and your lifestyle is established by the rank in THAT guild.
[21:39] <+Panzerkraken> Interesting. Do most people marry/breed within the clan, guild, or club? How does this stratified-seeming social construct address love?
[21:40] <+clash_bowley> Marriage is only for having children. Love is not necessary. It is a contract between clans.
[21:41] <+Panzerkraken> Is it forced? Like is there an expectation on the part of the clan, or is it a sign-up list or a license you have to acquire?
[21:41] <+clash_bowley> Most people have Bindings – long term love affairs with people of the same species and sex, or of different species.
[21:41] <+Panzerkraken> Ah, answered.
[21:41] <+clash_bowley> It’s up to your clan.
[21:41] <+Panzerkraken> I drew that conclusion from the natural extrapolation of the Bindings concept.
[21:42] <+clash_bowley> Right!
[21:42] <+clash_bowley> Most marriage is out of the clan, most bindings are in-clan.
[21:42] <~Dan> Again, there’s no need for anyone to rush off, but do you guys mind if I go ahead and log the chat and get clash_bowley the link?
[21:43] <+clash_bowley> I willstay for a bit!
[21:43] <+Panzerkraken> Not at all. Thanks for hosting the event, Dan.
[21:43] <+clash_bowley> but you can officially close it!
[21:43] <~Dan> Thanks very much for joining us, clash_bowley!
[21:43] <+clash_bowley> You are very welcome!
[21:43] <~Dan> You’re welcome, Panzerkraken! As I mentioned earlier, I do hope you decide to hang out with us in the future. 🙂
[21:43] <+clash_bowley> I need to come here more often!
[21:43] <~Dan> Yes, you do!
[21:43] <~Dan> 🙂
[21:44] <~Dan> Just a moment, and I’ll get that transcript posted…