[19:34] <+JamesEmbry> So. My name is James. I wrote a game called Raven of the Scythe. It is a fantasy role playing game that tries to take the tropes and trappings of traditional fantasy gaming, but dials it back just a bit.
[19:34] <+JamesEmbry> I don’t like to say that the game is “realistic” because…well it is a game with magical lighting bolts and stuff. But I think it has sort of a grounded feel to it.
[19:35] <+JamesEmbry> It is made for low to mid magic level settings. So while magic is accessible, it shouldn’t feel common place.
[19:36] <+JamesEmbry> The players take on the role of adventurers. And while they may become very skilled and powerful, they never reach a point of being invincible by any means.
[19:37] <+JamesEmbry> But the game is still geared toward traditional styles of play like questing and dungeon crawling and monster hunting. Its just that there can be some very serious consequences.
[19:38] <+JamesEmbry> With that being said. It isn’t a dark and gritty or a grim dark game. I didn’t want peoples arms coming off or rules for epic gore or anything like that. I have been calling it “dim dark” and it seems to work.
[19:39] <+JamesEmbry> I keep telling everyone that I wasn’t trying to reinvent the wheel with this game, rather my goal was to just make a really good wheel that hopefully people will enjoy.
[19:40] <+JamesEmbry> I think that should do it for now. done.
[19:41] <~Dan> Thanks, JamesEmbry! The floor is open to questions!
[19:41] <~Dan> Does the game have its own setting, and if so, can you describe it?
[19:42] <+JamesEmbry> It does, but its sort of still in its rough draft phase. Well, rougher than the rest of the game at least. And I also tried to keep the rules separate from the setting so that GMs could make their own world if they wanted.
[19:43] <+JamesEmbry> The setting I made. Is a just slightly darker version of the typical fantasy world. All the characters are human, and in the game there are only rules for human characters.
[19:44] <~Dan> What was your thinking behind that choice?
[19:44] <+JamesEmbry> I did this because I wanted the emphasis to be on humanity and the terrible and heroic things humans are capable of doing, without making races of evil being to sort of help sugar coat the badness.
[19:45] <+JamesEmbry> If you have a group of “evil” beings like goblins or snake people or whatever. I feel like their actions can be sort of handwaved away because well, of course they are evil.
[19:46] <~Dan> (Howdy, GrumpyFox!)
[19:46] <+JamesEmbry> but when you make everyone a human suddenly its more real, and I wanted the setting to have that weight to it.
[19:46] <+GrumpyFox> o/
[19:46] <~Dan> (GrumpyFox: (Link: https://www.kickstarter.com/projects/crossroadrpg/raven-of-the-scythe?ref=nav_search&result=project&term=raven+of+the+scythe&fbclid=IwAR1f8DLuYoTip7FyFTD_AdrH3TmdGP2In8Mzg07lj0t9EBfcQy8KGHuX_Ng)https://www.kickstarter.com/projects/crossroadrpg/raven-of-the-scythe?ref=nav_search&result=project&term=raven+of+the+scythe&fbclid=IwAR1f8DLuYoTip7FyFTD_AdrH3TmdGP2In8Mzg07lj0t9EBfcQy8KGHuX_Ng )
[19:46] <+GrumpyFox> Hi folks
[19:46] <+JamesEmbry> hello
[19:47] <+Batman> When designing Raven on the Scythe, did you pull any inspiration from any other entertainment? (Ie. pen and paper game, video games, book, etc)
[19:48] <+JamesEmbry> Yes I did. Lots. the first page or so in the book is actually a list of a lot of the things that inspired me in one way or another during this process.
[19:49] <+GrumpyFox> I like the title very much (I really suck at giving characters, places and campaigns a name)
[19:49] <+JamesEmbry> I started playing with D&D so of course that was a major influence of how I approach fantasy gaming.
[19:50] <+JamesEmbry> I also grew up playing the original Castlevania games on NES and I loved their tone and style so much, I am sure it bled into the game in places.
[19:50] <+JamesEmbry> More modern inspirations I guess would be things like the Witcher and Dragon Age.
[19:50] <+JamesEmbry> Thank you. coming up with titles is hard.
[19:50] <+GrumpyFox> OD&D is very dark, bleak and terrifying actually. A lot of people miss that point
[19:51] <~Dan> Quick aside, here: Good for you for not comparing your game directly to D&D. That’s a rookie mistake we see a lot in here.
[19:51] <+GrumpyFox> Oh thats all good inspirations.
[19:51] <+JamesEmbry> Yeah, I was trying to hearken back to that a little bit I think.
[19:52] <+JamesEmbry> No, My game isn’t D&D. I can’t make a better version of D&D, than D&D so i didn’t try. That was never my goal.
[19:52] * ~Dan nods
[19:53] <+JamesEmbry> I think I was trying to present a different version of Fantasy Gaming than you get with D&D
[19:53] <~Dan> Well, some people also hold up elements of their games to show how they’re different from D&D, not realizing that their “innovation” has been around since the ’70s. Like “no classes!”, for example.
[19:53] <+GrumpyFox> Gothic undertones or I did not quite understood your aesthetics?
[19:55] <+JamesEmbry> Yeah. Don’t get me wrong. Some of my best memories in life are from D&D games sessions I’ve had. But, D&D is its own thing.
[19:56] * ~Dan nods
[19:56] <~Dan> Sorry. Didn’t mean to sidetrack the conversation there. I just wanted to complement you on your marketing savvy. 🙂
[19:56] <+JamesEmbry> Yeah, there are a bit of Gothic undertones, but its up to the individual groups to either lean in or away from that aesthetic it isn’t central to the system.
[19:56] <+JamesEmbry> 🙂 all good
[19:57] <+Batman> How easy, would you say, your game is to understand? Could newer players download it and play it with little not no problems? Or would you say your game is more on the advanced side of RPG’s?
[19:58] <+JamesEmbry> Hmmm. Well, I really hope that it is easy for newer players. Given that It is only available on drivethru, I doubt that it will be anyone’s first game ever. But I wanted the rules to be simple enough that a novice could pick it up rather quickly.
[19:59] <+JamesEmbry> Also, I tried to make the character creation process very quick and easy to understand so that it slowly introduces new concepts step by step and quickly gets you to the part where you can see your character as a person.
[20:00] <~Dan> GrumpyFox mentioned the game’s name… What is its significance?
[20:01] <+JamesEmbry> So, with names, I think we have gotten to a point in the hobby where picking a name is very similar to picking a name for a band. We went from “The Zombies” to “In this Moment” and I think game names are in a similar place.
[20:02] <~Dan> So it just sounds cool? 🙂
[20:02] <+JamesEmbry> the name, is meant to really evoke the tone I was going for more than anything. There is a in setting reason for it, but it is pretty deep lore inside baseball stuff, and is irrelevant to the game unless you are playing in the setting I made.
[20:02] <~Dan> Ah, I see.
[20:03] <+JamesEmbry> My wife teased me about it at first. she said it sounded like the AOL user name that an edgy 14 year old would pick for themselves. I was like…perfect.
[20:03] <~Dan> You mentioned goblins and the like earlier… Are they and similar creatures not in the setting at all?
[20:04] * ~Dan chuckles re: perfect
[20:05] <+JamesEmbry> Not really. The only intelligent “monster” races are the ogre clans and they are not all that common. There are no orc clans or goblin tribes or snake people empires. nothing like that.
[20:05] <+Batman> Got to go. Good chat, James! I look forward to playing Raven of the Scythe!
[20:05] <+JamesEmbry> Thank you
[20:05] <+JamesEmbry> OH!
[20:06] <+JamesEmbry> Dragons! dragons are very smart. Dragons in my game are super powerful and highly intelligent. They are more like forces of nature than something a party will every get used to confronting.
[20:07] <+JamesEmbry> At least that has been the expedience in the games I’ve ran and what I heard from the playtesters.
[20:08] * ~Dan nods
[20:08] <+JamesEmbry> But other than that, it is a completely human concentric game.
[20:09] <+JamesEmbry> I totally meant to say experience
[20:09] <~Dan> 🙂
[20:10] <~Dan> Is the tech level at the Medieval level, or something different?
[20:11] <+JamesEmbry> Yes. Its sort of all over the place if you get down to the specifics. But it has things like long swords, chain mail, war hammers and stuff like that.
[20:11] * ~Dan nods
[20:11] <+JamesEmbry> This is one area where I did try to ground the game a bit though.
[20:11] <~Dan> So no early firearms or the like?
[20:11] <+JamesEmbry> no.
[20:11] * ~Dan nods
[20:12] <~Dan> Does full plate armor exist?
[20:12] <+JamesEmbry> it wouldn’t be hard to house rule them in I suppose. but guns change the tone of a setting so much, even if they are mechanically balanced.
[20:12] <+JamesEmbry> yes.
[20:13] <~Dan> The level of magic sounds like it’s a big selling point of the game. Can you go into more detail regarding how common it is, and how powerful it can be?
[20:14] <+JamesEmbry> Rather than get into the nitty gritty with it and say things like 12th century french longsword vs 15th century german hunting knife. I try to be pretty up front that these weapons represent broad categories of weapons.
[20:14] * ~Dan nods
[20:15] <+JamesEmbry> Ok. Magic. Magic is covered by a number of skills and favors. (Favors are similar to feats). There are two skills that control magic. channeling gives you access to mana, and mysticism lets you cast spells.
[20:15] <+JamesEmbry> then you learn the spells though favors such as “arcane initiate” and stuff like that.
[20:16] <+JamesEmbry> Magic is scaled back in such a way that while magic can be powerful, the initial investment is pretty steep.
[20:16] <+JamesEmbry> this was my way to trying to keep players from dabbling in magic without putting some serious thought into going down that path.
[20:17] * ~Dan nods
[20:17] <+JamesEmbry> If you want to start with a spell casting character, 4 of the initial 5 choices you make during character creation are going to need to support that.
[20:18] <+JamesEmbry> Also, spells tent to be rather costly in the mana department. So it will be a while before you can just sling spells left and right.
[20:19] <~Dan> Can you give some examples of what high-end magic can do?
[20:19] <+JamesEmbry> of course 🙂
[20:20] <+JamesEmbry> so at high levels. you start doing things like creating lightning storms. and doing massive damage, raising powerful undead, and even getting into just a little bit of time manipulation and teleportation.
[20:22] <+JamesEmbry> One of the high level spells that I really like is a spell that allows a necromancer to completely destroy one mindless undead creature to create a blast of necrotic energy that they can use to attack another target.
[20:23] <+JamesEmbry> Magic is powerful, but not “fire from the sky” powerful.
[20:23] <+GrumpyFox> :O
[20:23] <+JamesEmbry> I really tried to consider what impact the existence each spell would have on the entire world if it were real.
[20:23] <~Dan> Cool. 🙂
[20:23] <~Dan> Can you give an example of such an impact?
[20:24] <+JamesEmbry> Just think, even if one person in the entire world has access to lets say a meteor shower spell. the world stops looking like a world we would recognize if you think about what that would do to society.
[20:25] <~Dan> Certainly.
[20:26] <+JamesEmbry> Oh, Spells also tend to have duration of about 5 rounds. I want the casters to do their cool thing and get some use out of it, and then I want the effect to go away. There are a handful of exceptions of course, but I tried to stay away from “always on magic” for the same reason as above.
[20:26] <+JamesEmbry> The real impact of high magic, is that the spells become more reliable, and you get the ability to cast more of them.
[20:27] <+JamesEmbry> also, magic introduces a bit more of the “mature” or darker content of the game as well.
[20:27] <~Dan> Oh? How so? Human sacrifice and so forth?
[20:27] <+JamesEmbry> not that the game is trying to be super edgy, but the most edgy parts are in the magic.
[20:28] <+JamesEmbry> yes, there is one necromancy spell that requires a human sacrifice.
[20:29] <+JamesEmbry> Once again, I was going to a tone rather than an in your face style presentation. Since one spell requires you to literally kill someone while casting it, think about how that is going to affect the opinion people in the setting have of that type of magic, or magic in general.
[20:30] * ~Dan nods
[20:30] <+GrumpyFox> Magic taking five turns would means that sorcery is very intricated, maybe taking a whole lot of concentration or perhaps ritualistic?
[20:30] <+JamesEmbry> It makes magic scary, because the average peasant might know nothing about magic other than that sometimes they kill people to cast spells…and they aren’t wrong.
[20:31] <~Dan> I appreciate the fact that you’ve put such thought into your setting.
[20:31] <+JamesEmbry> oh! let me correct that. It only take one round to cast the spell. but the effects of the spell only lasts for 5 rounds.
[20:31] <~Dan> Does that 5-round limit mean that there are no enchantments?
[20:32] <+JamesEmbry> There are. But they are short lived. You can turn yourself into a bird to get some place but you can’t hang out as bird all day.
[20:33] <+GrumpyFox> Understood.
[20:34] <~Dan> So no magic swords?
[20:34] <+JamesEmbry> Yes, there are but……
[20:35] <+JamesEmbry> The magic items in the game fall under the crafting system. This system works kinda like it does in more modern video games where you have to have the right skills and favors, but you also need the right ingredients.
[20:35] <~Dan> (Howdy, Le_Squide!)
[20:36] <+JamesEmbry> so, once a magical sword is crafted, its forever unless it somehow gets destroyed.
[20:36] <&Le_Squide> (Hey Dan!)
[20:36] <+JamesEmbry> but creating one is a long, expensive, and skill intensive process.
[20:36] <+GrumpyFox> A crafting system… It looks pretty interesting.
[20:37] * ~Dan nods
[20:37] <+JamesEmbry> yeah, i spent a lot of time on that one.
[20:37] <~Dan> Cool. 🙂
[20:37] <~Dan> Do you happen to have a character sheet or sample character that we can see?
[20:37] <+JamesEmbry> actually the prices of equipment in the game are all directly based on the crafting system.
[20:37] <+JamesEmbry> for instance swords are harder to craft than axes, so they are more expensive.
[20:37] <+GrumpyFox> By the look of it, youve put a great effort on the crafting system?
[20:38] <+JamesEmbry> yes.
[20:38] <+JamesEmbry> how should I show it to you. forgive me, I’m not incredibly familiar with this platform.
[20:38] <+JamesEmbry> I can send you a link to them on drivethru if that works
[20:39] <+JamesEmbry> you can download them for free.
[20:39] <~Dan> That works. Or you can just post a URL for them, if you have them posted somewhere.
[20:40] <~Dan> (wb, MageAkyla)
[20:40] <+GrumpyFox> Rare/weird components were a part of your crafting system, JamesEmbry?
[20:40] <+JamesEmbry> (Link: https://www.drivethrurpg.com/product/224312/Raven-of-the-Scythe-Character-Sheet?term=raven+of+the+scythe+character+sheet&test_epoch=0)https://www.drivethrurpg.com/product/224312/Raven-of-the-Scythe-Character-Sheet?term=raven+of+the+scythe+character+sheet&test_epoch=0
[20:40] <+JamesEmbry> Yes.
[20:40] <~Dan> Give me just a moment while I nab that sheet…
[20:41] <+JamesEmbry> in addition to things like Wood, Iron, Cloth, etc. You have herbs like Silver Petal, Bride’s Bane, Widow Song. Gem dusts, or even extracts from monsters. that can be mixed to make some of the stranger items.
[20:42] <+GrumpyFox> Way cool!
[20:42] <+JamesEmbry> crafting isn’t something I see a lot of players getting into, but its one of those things that if a player happens to be into it, i feel like they will really like how deep they can go with it.
[20:43] <~Dan> Sounds that way.
[20:43] <~Dan> What is the scale for attributes?
[20:43] <+JamesEmbry> that was kinda my design philosophy with lots of parts of the game actually.
[20:44] <+JamesEmbry> for a human (0-5) with 5 representing the absolute peak of human performance.
[20:44] <+GrumpyFox> I think that those kind of details were responsible for making the game shine.
[20:44] <+JamesEmbry> I tried to keel the number in the game as low as possible, to try to help limit the amount of math you have to do each time you make a roll.
[20:45] <~Dan> Good plan
[20:45] <~Dan> Can you give us some idea of how specific the skills are?
[20:45] <+JamesEmbry> Yeah, Like if you want to make a character that is into crafting, there is a system for that, same thing with having an animal companion, bardic music, priestly prayers, even the individual fighting styles reflect this.
[20:46] <+JamesEmbry> Its a simple system that is full of rabbit holes you can go down when you find one you like.
[20:46] <~Dan> That’s a fun approach.
[20:46] <+JamesEmbry> wow, that is the most concise i’ve ever been able to describe it.
[20:46] <~Dan> Good job! 😀
[20:47] <+JamesEmbry> ok, skills. I am actually just starting a series on these for my youtube channel 🙂
[20:47] <+GrumpyFox> JamesEmbry bonne chance! The game seems very promising. I did like very much everything you told us. I have to leave. G’night folks
[20:48] <+JamesEmbry> off the top of my head, I think there are 18 skills in total. about 90% of the checks a players make are going to be skill checks.
[20:48] <+JamesEmbry> nigh!
[20:48] <~Dan> Bye, GrumpyFox!
[20:49] <+JamesEmbry> The skills are pretty broad rather than specific. Acrobatics covers; jumping, climbing, and balance. rather than have separate skill for each of those actions.
[20:49] * ~Dan nods
[20:49] <~Dan> What are the combat-related skills?
[20:50] <+JamesEmbry> Melee combat is covered by a skill called: Fighting. You then get to specialize in HOW you fight with your favors.
[20:50] <~Dan> I always like that sort of approach.
[20:50] <+JamesEmbry> Ranged combat is covered by the Archery skill and that is kinda the same deal
[20:50] * ~Dan nods
[20:50] <+JamesEmbry> if you get into a grapple, you use the Athletics skill.
[20:51] <~Dan> Simple enough.
[20:51] <+JamesEmbry> having a background in marital arts, i have seen a lot of great strikers that were terrible on the ground so I tried to reflect that by having striking and grappling covered by two separate skills.
[20:52] <~Dan> Makes sense.
[20:53] <+JamesEmbry> Another thing, that I tried to do with skills that I was sort of proud of was that some of them allow different ways to do the same thing.
[20:53] <~Dan> Speaking of which, does Fighting cover unarmed combat as well?
[20:53] <+JamesEmbry> yes, but since its a weapons based game, punching someone is going to be very sub optimal in most cases.
[20:54] <+JamesEmbry> There are a couple of ways to increase your unarmed effectiveness, but not like kung fu master level or anything like that.
[20:54] * ~Dan nods
[20:54] <~Dan> Right, right.
[20:54] <~Dan> So no “monks”?
[20:55] <+JamesEmbry> Well, yes and no. Because this was one of the areas where I leaned toward being grounded vs the fantastic. You can make a character that is pretty good at unarmed combat.
[20:56] <~Dan> But not supernaturally good?
[20:56] <+JamesEmbry> and since you aren’t going to be spending XP on favors to support weapon based combat styles, you could invest that XP in your fighting skill meaning that you will probably have a higher chance to hit than the guy with the battle axe.
[20:57] * ~Dan nods
[20:57] <+JamesEmbry> but you are never going to do damage that is comparable to even a weak weapon with your fist.
[20:57] <~Dan> Right.
[20:57] <+JamesEmbry> right. not elemental strikes, or stunning blows, or stunning neck pinches.
[20:57] <~Dan> Can you describe the game’s task resolution system?
[20:58] <+JamesEmbry> Yes.
[20:59] <+JamesEmbry> Oh, btw, I actually went back and forth several times about the presence of super powered martial arts. but in the end decided that the tone of the game would be better served by the lack of super martial arts. moving on.
[20:59] <+JamesEmbry> ok, task resolution.
[21:00] <+JamesEmbry> Ok each skill is tied to an attribute. your attribute score is called your “talent” with regards to how it interacts with skills. then you can invest XP to increase your “training” score in that skill. Talent + Training = Proficiency.
[21:01] <+JamesEmbry> When you roll a check you roll 2d10 but you count the dice as reading 0-9 rather than 1-10. basically, you just count the 0 as a 0 not a 10.
[21:02] <+JamesEmbry> so you roll the 2 dice, add your proficiency in what ever skill you are using and hope that your roll matches or exceeds the difficulty of that check.
[21:02] <~Dan> Interesting. Why the 0-9 choice?
[21:04] <+JamesEmbry> I did this because 1, I like the bell curve you get with 2 dice; and 2, counting them as 0-9 gives you can average result of 9. This eliminated the need for any sort of untrained penalty because just by the nature of the dice and untrained, untalented person is slightly less likely to pass an average check than they are to pass it.
[21:05] <+JamesEmbry> Keeping modifiers low, or out of the game entirely was a bit focus to my design of the game. I hate having the game slowed down for math, or even worse, forget to apply a modifier to a roll only to remember it later.
[21:05] <~Dan> True.
[21:05] <~Dan> How does combat work?
[21:05] <+JamesEmbry> so I tried to mitigated that as much as possible at every opportunity.
[21:07] <+JamesEmbry> So, in combat you make fighting, archery, or athletics checks against the “Guard” of the target which serves as the difficulty. Guard is equal to 10 + the target’s agility score. if you pass the check, you do damage. if not, you miss.
[21:07] <+JamesEmbry> if you roll doubles of a successful hit. you rolled a critical hit.
[21:08] <~Dan> Nice.
[21:08] <+JamesEmbry> this way, since as you increase your training, the range of possible hits increases, and as a result, so does the chance that you will roll a crit.
[21:08] <+JamesEmbry> this way, once again. I was able to let the probability of the dice rolls handle a mechanic for me without having to add any more math to the roll.
[21:09] <+JamesEmbry> it isn’t like you need to beat the target’s guard score by 5 or anything like that.
[21:09] <+JamesEmbry> The armor of the target will reduce the amount of damage they take.
[21:10] <~Dan> How is damage determined?
[21:10] <+JamesEmbry> against bashing weapons though, most armor maxes out at 2. so while bladed weapons do more damage in general, and have some very wicked critical damage. against an armored target, a mace or a war hammer might be a better choice over all.
[21:12] <+JamesEmbry> damage for the most part is just based on weapon type. for instance a long sword does 1d8. but you also add your might score to that as well. so a character with a might score of 1 would swing a long sword for 2d8+1
[21:12] <+JamesEmbry> some weapons can be used in two hands for an additional +1
[21:12] <+JamesEmbry> so if the same character is two handing a long sword they do 1d8+2
[21:13] <~Dan> Can you give an example of critical damage?
[21:13] <+JamesEmbry> critical damage gets a little stranger. bashing weapons in general increase their die type on a crit. so a basing weapon that normally does 1d8, would do 1d10 on a crit. a bladed weapon doubles their damage on a crit. so a 1d8 bladed weapon does 2d8 on a crit.
[21:14] <+JamesEmbry> some rare weapons do both. so on a crit a weapon might go from 1d8 to 2d10 on a crit.
[21:14] * ~Dan nods
[21:14] <~Dan> What’s an example of a weapon that does both?
[21:14] <+JamesEmbry> and some weapons don’t do critical damage at all. these are your simple and improvised weapons.
[21:16] <+JamesEmbry> stabby weapons tend to do both so weapons from the fencing group like the Thin Blade and the Fighting Spear, as well as composite bows.
[21:17] <~Dan> Gotcha.
[21:17] <+JamesEmbry> Also, in keeping with my idea to keep math out of the game as much as possible. a magic weapon doesn’t add a bonus rather in increases the die type. so a magic long sword does 1d10 rather than 1d8
[21:18] <~Dan> Can you describe the spellcasting mechanic? I take it that one skill is used to gather mana, and another to cast?
[21:19] <+JamesEmbry> yes. Each spell has a difficulty that the caster will need to beat with a mysticism check when they cast. if they do, then the spell works and they lose mana, and the target (if any) may get to make a check to reduce or negate the effects of the spell.
[21:20] <+JamesEmbry> oh, elemental damage isn’t typically reduced by armor. so full plate isn’t going to help you against a lightning blast.
[21:20] * ~Dan nods
[21:21] <+JamesEmbry> You also have a pool of points you can use to give yourself a bonus on checks if you need to as well as a few other things.
[21:21] <~Dan> Hero/Drama/Fate points?
[21:22] <+JamesEmbry> Determination. It is based on your willpower score and is basically your ability to stubborn your way through a situation.
[21:23] <+JamesEmbry> you can use it to help on checks, increase your guard, or heal yourself in some situations.
[21:23] * ~Dan nods
[21:23] <+JamesEmbry> it is also the pool you use to determined how long you get to try to recover before you die if you get reduced to 0 hp.
[21:23] <~Dan> You touched on this earlier, but does the game have a bestiary, and if so, how extensive?
[21:24] <+JamesEmbry> YES. the book of encounters currently has about 200 creatures in it.
[21:24] <~Dan> Wow! That’s impressive.
[21:24] <+JamesEmbry> if you download the game on drivethru you get the core rules and the book of encounters in the same zip files.
[21:24] <+JamesEmbry> thanks.
[21:24] <~Dan> A lot of games skimp on that.
[21:25] <+JamesEmbry> I want people to feel like they are getting a complete game here. This is my first game and I can’t think (oh, i’ll just add this later) because I might not get another chance.
[21:25] <+JamesEmbry> I am really trying to leave everything on the court here.
[21:25] <~Dan> Sounds like it!
[21:26] <~Dan> Good for you for going all in.
[21:26] <+JamesEmbry> Also, I don;t want to feel like I need add abilities or anything later.
[21:26] * ~Dan nods
[21:27] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:27] <+JamesEmbry> I hate that feeling when I am playing a game and have a character that I like, and then a new book comes out that gives better options for the character i’v been running.
[21:28] <+JamesEmbry> Well. Mostly. I just want to say that I really hope people enjoy this game. I think there are a lot of things here for people to get into and I really want this to be a system that people get into exploring and playing with.
[21:29] <~Dan> Cool. 🙂
[21:29] <+JamesEmbry> I hope that I have added enough options that you can play this game for years and still not feel like you have seen all of it.
[21:29] * ~Dan nods
[21:29] <~Dan> Thanks very much for joining us, JamesEmbry!
[21:30] <+JamesEmbry> Thank you so much for having me.
[21:30] <~Dan> Quick reminder to folks: Gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[21:30] <+JamesEmbry> I really appreciate this opportunity.
[21:30] <~Dan> Now, if you can give me a minute here, I’ll get the log posted and link you. 🙂
[21:30] <+JamesEmbry> Oh, can I post a link to my kickstarter?
[21:30] <~Dan> And by the way, you don’t have to run off. You’re always welcome to hang out with us!
[21:31] <~Dan> Sure, re: kickstarter!
[21:31] <+JamesEmbry> (Link: https://www.kickstarter.com/projects/crossroadrpg/raven-of-the-scythe?ref=user_menu)https://www.kickstarter.com/projects/crossroadrpg/raven-of-the-scythe?ref=user_menu
[21:32] <+JamesEmbry> Thank you very much, but I promised by wife a starbucks date once I am done. She has been such a huge help in all of this.
[21:32] <~Dan> Welcome, Guest!
[21:32] <~Dan> Welcome, Riesjac!
[21:32] <~Dan> No problem, JamesEmbry! Give me just a sec here…