[14:03] <+GKG_Alan> Hey folks! I’m Alan Bahr from Gallant KnightG ames
[14:03] <+GKG_Alan> or even Gallant Knight Games!
[14:04] <+GKG_Alan> Today I’m here to talk to you about Beach Patrol, our tabletop RPG of Surf, Sun and Safety!
[14:04] <+GKG_Alan> (Link: https://www.kickstarter.com/projects/gallantknightgames/beach-patrol?ref=creator_nav)https://www.kickstarter.com/projects/gallantknightgames/beach-patrol?ref=creator_nav
[14:04] <+GKG_Alan> It’s on Kickstarter for the next 70 horus
[14:04] <+GKG_Alan> *hours (sorry!)
[14:04] <+GKG_Alan> it uses a variation on our TinyD6 house system, so it’s pretty familiar to folks who get those games.
[14:04] <+GKG_Alan> Go ahead if you have questions.
[14:05] <~Dan> Thanks, GKG_Alan! The floor is open to questions!
[14:05] <~Dan> Can you give us some more details regarding what the setting is about?
[14:05] <&Beelzedude> What exactly can one expect in a game about Surf, Sun & Safety?
[14:06] <+GKG_Alan> Sure! So the default setting is one where the players take on the role of Lifeguards at a beach, the titular Beach Patrol. They’re trained to protect the beach against all manner of threats.
[14:06] <+GKG_Alan> It’s a tongue-in-cheek homage a few very popular TV series from the 90s.
[14:07] <+GKG_Alan> Well, that depends.
[14:07] <+GKG_Alan> I mean, you can except sun and surf…the safety is on the players to maintain!
[14:07] <+GKG_Alan> the beach brings the rest.
[14:07] <+Motulev> what is the game about, being a lifeguard doing lifeguardy things, or about the tangled web of personal relationships the beautiful people have?
[14:08] <+Motulev> and you’re gonna need to explain the …nights as well
[14:08] <+GKG_Alan> well, it’s a bit of both, though like all TinyD6 games it’s very minimalist. The tangled personal relationships are up to the group but there is support for them there.
[14:08] <+GKG_Alan> But generally, the rules focus on general “lifeguarding”
[14:08] <+GKG_Alan> as for Beach Patron Nights…things can get a little paranormal at night, and sometimes the only one you can count on is a lifeguard!
[14:09] <+Motulev> ooooh, paranormal Baywatch
[14:09] <+GKG_Alan> the game doesn’t take itself very similar.
[14:09] <+GKG_Alan> just like Baywatch Nights Season 2 😛
[14:09] <+GKG_Alan> you should look it up sometime. It’s…weird
[14:10] <+GKG_Alan> it’s a very light game, much like my previous game Magnum Vice: Fury Force (my TinyD6 homage to ridiculous 80s TV and movies)
[14:12] <+GKG_Alan> We’ve included 2 adventure generators, one in the more traditional vein, and a Nights adventurre generator that’s a bit…weird
[14:12] <~Dan> So what sorts of adventures do the lifeguards get up to in the daytime? I mean, that would seem to be pretty reactive rather than proactive.
[14:12] <+GKG_Alan> well it might seem that way, but everytime we’ve played it, invariable the lifeguards involve themselves in situations that are far better left to the local police.
[14:13] <+GKG_Alan> they’ve chased drug runners, tried to stop arsonists
[14:13] <+GKG_Alan> in a lot of ways, we just substitute lifeguards for police on the beach and then run with it
[14:13] <+GKG_Alan> Sometimes they’re trying to save the beach from a real estate developer
[14:14] <~Dan> How do the PCs apply lifeguarding skills to these sorts of activities?
[14:15] <+GKG_Alan> they generally don’t. That’s part of the fun int he game. Players generally aren’t the right peopel for this absurd tasks they keep tackling
[14:15] <+GKG_Alan> but a lot of the adventures or threats start from lifeguarding
[14:15] <+GKG_Alan> like rescuing a drowning witness, or saving a smuggler from a boat fire
[14:15] <+GKG_Alan> normal life guard tasks are pretty high octane and life or death, and it’s easy to use those as a hook to a non-lifeguard story
[14:16] <~Dan> Can you give an example of such a lifeguard-to-non-lifeguard hook?
[14:16] <+GKG_Alan> Sure
[14:17] <+GKG_Alan> so the lifeguards are in their tower, surveying the beach, and a sand grifter (a beach pickpocket) is using a cooler to steal from beach-goers. In attempting to stop this grifter, the lifeguards stumble upon a drug running plot that’s wrapped up with the local aquarium and marina. Obviously, the police are on the take, so it’s up to the lifeguards to stop it!
[14:18] <+GKG_Alan> Or, if you wanna amp it up, have an arsonist attemping to burn a witness in a boat out at sea and the lifeguards have to deal with it
[14:19] <+GKG_Alan> the game requires a bit of satire to work, because it’s pretty ridiculous
[14:19] <+Motulev> so it would help if the players were large hams?
[14:19] <+GKG_Alan> I think that helps most RPGs 😉
[14:19] <+GKG_Alan> but yes
[14:20] <+GKG_Alan> it certainly benefits from players that committ
[14:20] <~Dan> Do you have a sample PC that we can see?
[14:21] <+GKG_Alan> yes, one sec
[14:22] <+GKG_Alan> Veteran Lifeguard Veteran Lifeguards are the pros, the best, and the top around ● Stamina: 8 ● Veteran Lifeguards start with the “Elite of the Elite” Archetype Power ● Elite of the Elite: Veteran Lifeguards gain an extra Action when in the water. This Action can only be used when aiding an innocent. ● Rescue Specialist: When you’re rescuing an unconscious individual, you ignore Disadvantage imposed by carrying
[14:22] <+GKG_Alan> it doesn’t translate greatly to this medium but that’s a full character
[14:22] <+Dritz> (you cut off at “Disadvantage imposed by carrying”)
[14:23] <+GKG_Alan> or moving them. ● Fleet of Foot: Running away is always a valid option. Your speed increases from 25 feet to 30 feet. You gain Advantage when in chases or actions that involve running. ● Perceptive: What has been seen cannot be unseen. You gain Advantage when Testing to gain information about your surroundings or find things which may be hidden. You gain this even while asleep.
[14:26] <~Dan> Even while asleep? How does that work?
[14:27] <+GKG_Alan> TInyD6 is not a complicated game system
[14:27] <+GKG_Alan> you can test with 1, 2 or 3d6
[14:27] <+GKG_Alan> basically you’re a light sleeper and it’s easy for you to wake up to things while a sleep
[14:28] <~Dan> Ah, I see.
[14:28] <~Dan> So there are no attributes or skills, exactly?
[14:28] <+GKG_Alan> nope, there’s Traits which grant Advantage or some other effect (as you can see above), and Stress (which is Hit Points)
[14:28] <+GKG_Alan> that’s it.
[14:29] <+GKG_Alan> your character is 1 Archetype Trait + 3 other Traits
[14:29] <+GKG_Alan> all tests are 2d6 unless something would grant Advantage or Disadvantage.
[14:32] <~Dan> So I take it that a lot of 2d6 rolling goes on as soon as the action strays from the beach?
[14:32] <+GKG_Alan> Uh, yes and no.
[14:32] <+GKG_Alan> FOr example, you can be a Strong Lifeguard
[14:32] <+GKG_Alan> which gives advantage on Strength related things
[14:32] <+GKG_Alan> that can be pretty universally applicable
[14:33] <+GKG_Alan> we have two type of traits: “General Traits” and “Lifeguard Traits”
[14:33] <+GKG_Alan> we recommend folks do 2 general + 1 Lifeguard
[14:33] <+GKG_Alan> so they retain some non-beach utility
[14:34] <~Dan> Does the game include rules for combat, and if so, how often do they tend to see use?
[14:35] <+GKG_Alan> It does, and it includes some variations for this particular format (like Dramatic Knock-Out). They are a minimal part of the game, only coming up for maybe 15% of each session?
[14:35] <+GKG_Alan> Combat rolls were pretty uncommon while playtesting
[14:36] <+GKG_Alan> It’s pretty quiet today 🙂 Niche game + mid-day Q&A lol
[14:36] <~Dan> That’ll happen, yup. 🙂
[14:37] <~Dan> So the game includes Beach Patrol Nights?
[14:37] <+GKG_Alan> It does. It’s a small chapter designed to add the weirdness to Beach Patrol
[14:37] <+GKG_Alan> paranormal, aliens, vampires, etc.
[14:37] <+GKG_Alan> all of that kinda shows up in there
[14:38] <~Dan> IIRC, Baywatch Nights involved the lifeguards moonlighting as PIs… Is that the case here? (And am I remembering the premise of Baywatch Nights correctly?)
[14:38] <+GKG_Alan> the first season was entirely that
[14:38] <+GKG_Alan> int he second season, the non-Hoff PI is replaced with a conspiracy theorist
[14:38] <+GKG_Alan> and things get…really weird
[14:39] <~Dan> Then what did it have to do with Baywatch?
[14:39] <+GKG_Alan> other than the title, and the Hasselhoff character of Mitch, not much!@
[14:39] <+GKG_Alan> but we’re homaging all the good, bad and weird 🙂
[14:39] <+GKG_Alan> and as we were talking about the game in the run up, it was a frequent request
[14:40] <~Dan> Ah, the Hoff was still in S2 of Baywatch Nights? I misread what you said earlier.
[14:40] <+GKG_Alan> sorry, yes. THe non-Hoff PI was removed
[14:41] <~Dan> (Howdy, Moxiane!)
[14:41] <~Dan> How much of a paranormal bestiary do you include in the game?
[14:41] <~Dan> Howdy, Saurbaum!
[14:42] <+Saurbaum> Hullo
[14:42] <+GKG_Alan> a pretty light one, but we include some creature generation rules (and all hte other TinyD6 games are cross-compatible)
[14:42] <+Moxiane> Kaor, Da’nport Dan
[14:42] * ~Dan nods
[14:43] <~Dan> (brb)
[14:44] <+GKG_Alan> no problem
[14:47] <~Dan> (back)
[14:47] <~Dan> (Howdy, Akyla!)
[14:47] <+GKG_Alan> you didnt’ miss much!
[14:47] <~Dan> What other hazards do you provide stats for? Or do you?
[14:48] <+GKG_Alan> there’s weather, fire, obstacles, slo-mo running, wet and dry sand, all that stuff is in there
[14:48] <~Dan> How does the slo-mo running work?
[14:48] <+GKG_Alan> slowly 😉
[14:48] <+GKG_Alan> it’s a modification on initiative actually.
[14:49] <+GKG_Alan> You can choose to take your turnin SLO-MO, which limits what you can do, but makes you far more successful
[14:49] <~Dan> Heh. That’s awesome. 🙂
[14:49] <+GKG_Alan> yeah, it’s a lot of fun
[14:51] <~Dan> Is this game a one-shot, or do you see any room for expansions?
[14:51] <+GKG_Alan> it’s pretty much a one-shot game
[14:51] <+GKG_Alan> I’m not sure what else I’d say!
[14:52] <~Dan> Heh. Fair enough. 🙂
[14:53] <~Dan> Do you include stats for dangerous sea life, such as sharks?
[14:53] <+GKG_Alan> Yup!
[14:53] <+GKG_Alan> Sharks and Octopi are in there.
[14:54] <~Dan> Cool. 🙂
[14:55] <+GKG_Alan> any other questions?
[14:55] <~Dan> Hmm… I’m about tapped out of questions at the moment. Are there any issues that we haven’t covered that you’d like to bring up?
[14:56] <+GKG_Alan> Nope! We’re funded, there’s no stretch goals, all delivery is through DTRPG
[14:56] <+GKG_Alan> if you’re on the fence, you’re looking at a pretty straight bet.
[14:57] * ~Dan nods
[14:57] <~Dan> Awesome. 🙂
[14:57] <~Dan> Want to wrap up a little early, then?
[14:57] <+GKG_Alan> Thanks Dan (and everyone at the start)!
[14:57] <+GKG_Alan> Sure, I’m good with that
[14:58] <~Dan> Alright then! Thanks very much for joining us, GKG_Alan!
[14:58] <+GKG_Alan> Thanks!
[14:58] <+GKG_Alan> I had a great time
[14:58] <~Dan> Usual reminder: Gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[14:58] <~Dan> Now, if you’ll give me just a minute here, I’ll get the log posted and link you!