[19:32] <+BlackwellWriter> My name is Anna Blackwell, I’m the designer of Those Who Play ((Link: https://www.drivethrurpg.com/product/145963/Those-Who-Play-Narrative-Focused-RPG)https://www.drivethrurpg.com/product/145963/Those-Who-Play-Narrative-Focused-RPG). Those Who Play is a roleplaying system that features point buy character creation that is designed to work with a massively wide variety of settings (we’ve used it for everything from generic fantasy to dinosaur
[19:32] <+BlackwellWriter> dating sims and science fiction adventures).
[19:34] <+BlackwellWriter> It features simultaneous combat, where players announce their actions at the same time, then roll for initiative with all actions happening in the same 6 second window. Which can lead to some unfortunate situations like shooting your friend because the villain grabbed them as a shield just in time.
[19:35] <+BlackwellWriter> It uses a D10 dice pool where players roll a D10 for every point they have in a Skill (which are things the players have learned) and add the total of their relevant Traits (things that define them as a character)
[19:36] <+BlackwellWriter> I released TWP back in 2014 after Kickstarting it in 2013 and while it met with great reception from those who played it at conventions here in Scotland, I wasn’t able to give it the push it deserved and it sort of got shelved after an initial print run. So to breathe some life back into it, I’ve donated it to RPG Kitchen which is an awesome site that
[19:37] <+BlackwellWriter> lets people subscribe in order to get tonnes of cool RPGs with the profits going to Action Against Hunger.
[19:37] <+BlackwellWriter> (done)
[19:37] <~Dan> Thanks, BlackwellWriter! The floor is open to questions!
[19:38] <~Dan> First of all, let me just say how cool it is of you to help out a worthy cause like that.
[19:38] <~Dan> Now, I note that you call this a “narrative” system. What does that mean to you?
[19:40] <+BlackwellWriter> In a narrative system I expect the mechanics to help the story, not control it and with TWP I think I got a decent balance with that. As players have so much freedom with their Skills and Traits they are able to build characters that feel real and unique and are more instantly understandable than say D&D’s stats.
[19:40] <~Dan> Do you have a character sheet that we can see?
[19:40] <+BlackwellWriter> Like a character may be Strong, Fast, Attractive and might have Skills like Knowledge (Astronomy), Driving, etc
[19:41] <+BlackwellWriter> I don’t think I have one to hand, I lost a lot of things when the site got spam bombed a couple years back and the custom character sheets disappeared with it
[19:42] <+BlackwellWriter> The budget was fairly shoestring as it was my first project so it’s mostly just two tables of Skills and Traits broken down into 4 columns (Physical, Mental, Spiritual, Social)
[19:42] <+GrumpyFox> The traits are not set in stone, I guess?
[19:43] <~Dan> Are the Traits the same as attributes?
[19:43] <+BlackwellWriter> Exactly! As players progress through the story they may gain and lose Traits through their actions in the narrative. A fighter that sits on their rear for six months is going to lose some points in Strong and Fast, at least until they can get back into the swing of things.
[19:43] <+BlackwellWriter> Though that is up to the GM’s discretion and changes on the type of campaign being run
[19:45] <~Dan> Are the Traits from a fixed list?
[19:45] <+BlackwellWriter> I’m not sure what you mean by attributes? Dictionary definition, yeah. If there’s another game that uses a similar system, I’m not familiar with it
[19:46] <+BlackwellWriter> There is a list but nothing in the book is by any means fixed. Most sections come with advice on how to expand/hack it to your own needs.
[19:46] <+BlackwellWriter> (done)
[19:47] <~Dan> Hmm…. Well, I suppose if it’s an attribute, it’s something that every character has, so maybe Traits are more like… advantages in some systems?
[19:48] <+GrumpyFox> It uses target number method?
[19:49] <+BlackwellWriter> Ahh. A Trait is like a description in a sense where the baseline is assumed to be 0. So if someone is absolutely baseline at something, they don’t put it on their character sheet. So a Strong character would have 1 to 4 points detailing how strong they are which would add to Physical Tasks like lifting, fighting, throwing, etc
[19:50] <~Dan> Gotcha.
[19:50] <+BlackwellWriter> Yep! Whenever a player attempts something it is referred to as a Task and is either Simple (3) , Easy (7) , Normal (15) , Difficult (25) , or Impossible (40)
[19:51] <+BlackwellWriter> So pressing a button would be Simple, the GM would only make you roll if it was high stakes and/or wanted to be facetious
[19:51] <+GrumpyFox> Dice pool always adding up then
[19:51] <~Dan> So to fall back on an example we use way too much in here, can you talk us through jumping over a gap?
[19:53] <+BlackwellWriter> To jump over a gap a player would use their Athletics Skill (we originally had jumping, running, etc as separate skills but grouped them for ease). They would roll 1D10 for the Physical Pool (you always have at least 1D10) and 1 more D10 for every point in Athletics they have.
[19:54] <+BlackwellWriter> So a reasonably athletic person (3D10) would roll their 3 dice and add any points of Strong or Fast to the result
[19:54] <~Dan> So the 3d10 is additive there?
[19:54] <+BlackwellWriter> and dice explode, so any 0s mean a result of 10 and the die gets rolled again
[19:54] <+BlackwellWriter> Yeah, the results of each die are added together to get the result
[19:55] <+BlueLanternYogi> back…
[19:55] <+BlackwellWriter> (done)
[19:56] <~Dan> You mentioned rolling up several skills into Athletics. How general are your other skills?
[19:56] <~Dan> What are your combat skills, for example?
[19:57] <~Dan> (And wb, BlueLanternYogi!)
[19:57] <+BlackwellWriter> This is addressed in the book as part of the “how simulationist do you want to go?” For example, for running a D&D style game of high fantasy adventure, we tend to group things up. So Athletics covers most things like Running, Jumping, Throwing and Acrobatics covers any aerial gymnastics, flips, and such.
[19:58] <+BlackwellWriter> For that type of game we group weapons up as well
[19:58] <+BlueLanternYogi> ty Dan! dice system seems interesting, could see how players would get exited rolling a lot of dice for checks
[19:58] <+BlackwellWriter> So it becomes things like One Handed Swords, Two Handed Swords, Axes, Spears
[19:59] <+BlackwellWriter> But the way the system is designed, it can easily be used for a more in-depth look at these things
[19:59] <+BlackwellWriter> so that players may have learned how to use a Rapier or Hand and a half sword and be at a disadvantage with other weapons as they haven’t learned the ins and outs.
[20:00] <+GrumpyFox> I could choose to use skill on a more “abridged” way or very “branchy”
[20:00] <+BlackwellWriter> In these cases players can use their most relevant Skill in lieu of it and take 1/2 the roll result
[20:01] <+BlackwellWriter> Sorry, can you clarify a bit what you mean GrumpyFox?
[20:01] <+GrumpyFox> It is sure flexible, BlacwellWriter
[20:01] <+BlackwellWriter> (It’s 1am here, I apologise if I’m a bit slow on the uptake)
[20:01] <+BlackwellWriter> Ah, yeah! That was my whole goal with it was to let players make characters that could adapt to a whole load of situations
[20:02] <+BlackwellWriter> Though we did have a lot of mishaps in the early days with players forgetting to take Swimming
[20:02] <+BlackwellWriter> Rivers became a thing of nightmares
[20:02] <+BlackwellWriter> Eventually I had one player who started every character sheet with three points in Swimming XD
[20:02] <+BlackwellWriter> (done)
[20:02] <~Dan> Heh. 🙂
[20:02] <+GrumpyFox> Sorry, BlackwellWriter. Eng is not one of my strongest talents
[20:03] <+BlackwellWriter> Don’t worry, your question makes perfect sense looking back on it. Just tired (and Halloween candy sick) 🙂
[20:03] <~Dan> Did you give any thought to rolling up combat skills into Melee and Ranged or the like?
[20:04] <+BlackwellWriter> I did, and that is an option for GMs that want to go really abstract but so far I haven’t played with a group that has wanted to abstract that far out
[20:04] * ~Dan nods
[20:04] <+BlackwellWriter> I like that a character sheet sort of serves as a backstory for the character
[20:05] <~Dan> Sure.
[20:05] <~Dan> I like the skill defaulting mechanic you mentioned.
[20:05] <+BlackwellWriter> Like, you look at a character with Rapier II, Social Dancing I, Pickpocket I and you get an image of what their life has been
[20:05] <~Dan> A swashbuckling scoundrel? 🙂
[20:06] <+BlackwellWriter> Exactly!
[20:06] <~Dan> Cool. 🙂
[20:06] <~Dan> You touched on this during your introduction, but could you walk us through combat?
[20:06] <+BlueLanternYogi> lol or maybe a victorian con
[20:06] <+BlackwellWriter> Yeah, letting players roll for whatever madcapped idea they dream up is a big part of the fun. And sometimes the luck is with them and a completely untrained character does something amazing
[20:06] <+BlackwellWriter> Sure thing!
[20:07] <+BlackwellWriter> So when a round of combat starts, the GM explains the current situation so:
[20:08] <+BlackwellWriter> Dan is by the bar with a bowie knife in hand, scowling at the bear that has just blundered into the tavern. The fox is sitting in the corner and the other patrons are rushing to get out of the way. So Dan, Yogi, and Fox would declare their actions. In this case, Yogi is going to rush the threatening man, Dan hears this and says he’s going to get into a
[20:09] <+BlackwellWriter> defensive stance while Fox decides he’ll take this opportunity to take out his mark (Dan).
[20:09] <+BlackwellWriter> They each roll 1D10 for initiative (adding or removing points <= to their Fast Trait) to get the best position in the initiative
[20:10] <+BlackwellWriter> Rule of thumb is if you are defending you want to be +2 of your opponent, any slower and they might clip you and any faster and they will adjust their attack
[20:10] <+BlackwellWriter> Attacking is of course, as fast as you can
[20:11] <~Dan> (Howdy, Diogo_OldSkull!)
[20:11] <+BlueLanternYogi> so if I decide to take my mug of ale and move to corner with my hand on my rapier does that action affect the overall initiative for acting if I defend that round?
[20:11] <+Diogo_OldSkull> Hello folks!
[20:11] <~Dan> ( BlackwellWriter, meet Diogo_OldSkull, one of your fellow game authors and past Q&A guest himself. 🙂 )
[20:12] <+BlackwellWriter> So Dan gets a 6, Yogi gets an 8, and Fox gets a 5. Yogi goes first and rolls his Mauling Skill. He gets 27 and takes Dan right across the room (stunning him) which means Fox’s attack misses and smashes a bottle of old rum behind the bar.
[20:12] <+BlueLanternYogi> wb oldskull
[20:12] <+BlackwellWriter> Hi Oldskull 🙂
[20:13] <+BlackwellWriter> If you’re declaring that as your action, then you would make your initiative roll with the intent of defending as normal.
[20:13] * +Diogo_OldSkull waves 🙂
[20:13] <+BlueLanternYogi> lkiolkio9lkoi9l;.lu8y76
[20:13] <~Dan> We don’t need that kind of language in here, BlueLanternYogi!
[20:13] <+BlueLanternYogi> sorry .. wass cleaning my keyboard lol
[20:13] <+BlackwellWriter> However, once actions are declared and the dice are rolled, those actions are locked in
[20:14] <+GrumpyFox> Hi, Diogo. Talked about you!
[20:14] <~Dan> GrumpyFox: I told him you and Viktyr were speaking well of him. 🙂
[20:14] <+BlackwellWriter> So your teammate might get grabbed and used as a human shield but as they were +1 initiative, you don’t have time to move the shot away and have to take the roll as intended
[20:15] <+BlackwellWriter> (done?)
[20:15] * ~Dan nods…
[20:15] <+Viktyr> Dan: Like anyone’s going to believe that.
[20:15] <+BlackwellWriter> Sorry if that doesn’t make the most sense
[20:15] <~Dan> No, I think I follow you.
[20:15] <+BlackwellWriter> The book has a nice clear example of play 🙂
[20:16] <+BlueLanternYogi> I get it
[20:16] <+Diogo_OldSkull> Hey GrumpyFox! Hey Viktyr!
[20:16] <~Dan> So all actions aren’t simultaneous, but they are locked in after declaration.
[20:16] <+BlackwellWriter> Exactly
[20:16] <~Dan> So you can’t really react to what someone is doing before you, correct?
[20:16] <+GrumpyFox> Why I have to be the one to miss, BlackwellWriter! ? 😛
[20:16] * +Diogo_OldSkull is writing Dark Streets & Darker Secrets as we type! 🙂
[20:16] <+BlackwellWriter> Sorry Fox XD
[20:16] * ~Dan chuckles
[20:16] <+BlackwellWriter> For the most part, no but there are exceptions
[20:17] <~Dan> Can you hold your action until another action occurs, for example?
[20:17] <+BlackwellWriter> For example, if you declare you’re going to dodge as your move and end up getting say 6 higher than your opponent that means they aren’t in the middle of their action and can adjust their swing to hit your new position
[20:18] <+GrumpyFox> If a player wants to “attack” a certain situation by different means… Its ok, correct?
[20:18] <+BlackwellWriter> You can say that you’re aiming to wait for something to happen. For example, one of the monk characters wanted to wait until a punch was thrown in order to do an actual ninjutusu move she knew but that meant she needed to get a higher initiative in order to be ready for it
[20:18] <+BlackwellWriter> Of course, players can attack however they like
[20:18] <+GrumpyFox> Result is all that matter
[20:18] <+BlackwellWriter> Minotaur swinging with his axe? Morris dance away!
[20:19] <+GrumpyFox> Narrative and result most of course
[20:19] <+BlackwellWriter> Yep! 🙂
[20:19] <+GrumpyFox> Sweet
[20:19] <+BlackwellWriter> Was going to say narrative but you beat me to it
[20:20] <~Dan> Going back to combat for a moment, how is damage determined?
[20:20] <+GrumpyFox> System wise, it looks pretty exciting to me
[20:21] <+BlackwellWriter> The Tasks that I mentioned earlier come back into play here. So if I get my attack in I roll say 4D10 for Great Axe. The result of that roll then determines the damage/effect of the attack with 40+ usually being a straight up kill.
[20:21] <+BlueLanternYogi> so 40
[20:21] <+BlackwellWriter> The combat system that shipped with the game is pretty brutal and most fights can turn pretty quick
[20:22] <+BlueLanternYogi> 40+ is like a crit
[20:22] <+BlackwellWriter> Yeah in a sense 🙂
[20:22] <~Dan> So…. is it the degree of success that determines damage, then?
[20:23] <+BlackwellWriter> Yeah, so if a bandit was a Normal Task to hit, then every point over that determines how much “damage” is done. Though its all handled narratively so there is no actual HP meter
[20:23] <~Dan> Hmm… Can you say a bit more about that?
[20:23] <~Dan> Also, does weapon damage matter?
[20:23] <+BlackwellWriter> Like, a 27 on a Normal Task would mean “you deal the enemy a striking blow which sends them reeling backwards.”
[20:24] <~Dan> Weapon damage levels, rather.
[20:24] <+GrumpyFox> (Diogo_OldSkull: Adventure mini supp almost done!)
[20:24] <+BlackwellWriter> Weapons don’t have damage levels, as part of the whole narrative focus that was left fairly open. The GM is encouraged to think about what is being attempted and to how effective that would be
[20:24] <+GrumpyFox> (Sorry for the interruption, folks)
[20:24] <~Dan> Just a reminder to folks that #randomworlds2 is open for general chat if you like. 🙂
[20:24] <~Dan> No worries, GrumpyFox!
[20:24] <+BlueLanternYogi> no worries
[20:25] <+BlackwellWriter> For example, stabbing a plate mail knight with a butter knife isn’t going to do much outside of a 40+ (in which case you get it in the visor or under the armpit)
[20:25] <+BlackwellWriter> But even a low success with a crowbar to the head is going to deal some damage
[20:26] <+BlackwellWriter> So the GM does have a lot on their plate when running combat, which is something I hope to streamline in the next edition
[20:26] <+BlackwellWriter> I suppose a better way to explain that would be, the better the weapon, the lower the Task to damage them is
[20:27] <+BlackwellWriter> (done)
[20:27] <~Dan> Is that just “eyeballed” by the GM, or do weapons have ratings?
[20:27] <+BlackwellWriter> Most things are eyeballed by the GM
[20:28] <+BlackwellWriter> Which was a personal preference thing when I was designing. I like having the freedom to assign things as I see fit but looking back, is probably not the most appealing thing to most GMs
[20:28] <~Dan> I see… Interesting approach.
[20:29] <~Dan> Well, I can see some GMs objecting to it, certainly.
[20:29] <~Dan> (Howdy, MaxMahem!)
[20:29] <+BlueLanternYogi> its a narrative approach.. more storyteller than GM?
[20:30] <+BlackwellWriter> I default to GM just as a catch all term 🙂
[20:31] <+BlackwellWriter> But I do say storyteller in the book
[20:31] <+BlueLanternYogi> nice.
[20:31] <+BlackwellWriter> My usual group still refer to game night as D&D Night even though we haven’t touched D&D in 6 years
[20:31] <+BlackwellWriter> Some habits just don’t break
[20:32] <~Dan> Heh. Just like Southerners in the U.S. calling all sodas “Cokes”, I suppose. 😀
[20:32] <+BlackwellWriter> Exactly
[20:32] <+BlueLanternYogi> lol it’s like beibg in the south and someone says get me coke.. could be anything carbonated in all actuality
[20:32] <~Dan> Jinx, BlueLanternYogi. Buy me a Coke. 😀
[20:32] <+BlueLanternYogi> lol typed it at the same time
[20:32] <+BlueLanternYogi> kk looks like Angry Orchard tbh
[20:33] <~Dan> Fine by me! 😀
[20:33] <+BlueLanternYogi> 😀 will hold one for you
[20:33] <~Dan> Heh. 🙂
[20:33] <+BlackwellWriter> Is it alright if I plug another thing I’m working on while I’m here? 🙂
[20:33] <~Dan> Certainly!
[20:33] <~Dan> It’s your “show”. 🙂
[20:33] <+BlackwellWriter> Great!
[20:35] <+BlackwellWriter> So after Those Who Play I went on to become a freelance writer and now write for Tabletop Gaming Magazine which is one of our big boardgame magazines in the UK. And starting in January I’m running a feature on indie designers and microgames
[20:35] <+BlueLanternYogi> indie designers?
[20:35] <+GrumpyFox> Can I give extra dice to a player’s pool for things like good plans, well thought strategies, group effort?
[20:36] <+BlackwellWriter> So each issue we’re asking indie designers to put forward a microgame (<600 words) alongside a designer profile (who they are, what else they make, with a link to their website/store) to try build some hype around them
[20:36] <+BlackwellWriter> Small companies, solo designers, the sort of people who don’t have massive marketing budgets
[20:36] <+BlueLanternYogi> well no marketing budget here but defintely over 600 words
[20:37] <+BlackwellWriter> Grumpyfox, you can physically assist in the plan but everyone succeeds and fails on their own. That could be because they slip at an unfortunate time, or because they misread a rune.
[20:38] <~Dan> And hence runed everything.
[20:38] <+BlackwellWriter> For longer plans, like deciphering a text or laying a trap, the GM has the choice to lower the Task with each player’s success
[20:38] <+BlackwellWriter> So you could help by splitting up the workload and succeeding on your part
[20:39] <+BlackwellWriter> Well Yogi, if you’re interested you could always make a microgame and use that as a way to draw attention to your larger projects. Which is what I’m suggesting to most of the designers I’ve contacted.
[20:39] <~Dan> You touched on this earlier, but for what sorts of settings have you used this system?
[20:40] <+BlackwellWriter> So far we’ve got UFO Press that made Legacy, the people behind Spire, Chris Longhurst from Pigsmoke, and a bunch of others 🙂
[20:40] <~Dan> And do any sample settings come with the game?
[20:40] <+BlueLanternYogi> hmm… micro game, will have to think about that one
[20:40] <+BlackwellWriter> There is a short adventure which is like a murder mystery on an airship but no setting comes with it.
[20:40] <+BlackwellWriter> I originally intended to follow it up with various setting books but life got in the way
[20:42] <+BlackwellWriter> I’ve used it for 3 flavours of fantasy (LOTR, GoT, D&D), Monster Hunter, Star Wars, My Little Pony, Back Street Superheroes, Magical Western Battle Royal, Anime, WW2 (Dieselpunk and straight historical), and Cthulhu (there are probably others I’m forgetting)
[20:42] <+GrumpyFox> Have to bid you farewell, folks. BlackwellWriter your game seems like a truckload of fun!
[20:42] <+BlackwellWriter> Thanks 🙂
[20:42] <~Dan> Take care, GrumpyFox!
[20:42] <+BlackwellWriter> Be sure to check out RPG Kitchen when it launches if you’re interested 🙂
[20:42] <+BlueLanternYogi> Have a good night Grumpyfox
[20:43] <~Dan> Oh, want to post the link to your game, BlackwellWriter?
[20:43] <+GrumpyFox> Going to drivethru it 🙂
[20:43] <+GrumpyFox> Good night
[20:43] <+BlackwellWriter> wait
[20:43] <+BlackwellWriter> email me at firstname.lastname@example.org
[20:44] <+BlackwellWriter> I can no longer change the price on the drivethru one and I permanently lowered the price to $5 last year which drivethru hasn’t remembered and has kept at $17
[20:44] <~Dan> Hopefully he saw that.
[20:44] <+BlackwellWriter> I need to try get that sorted out
[20:44] <~Dan> Where are you selling it for $5, if not DriveThruRPG?
[20:45] <+BlackwellWriter> I was selling it for that through the thosewhoplaygame.com site before it shut down
[20:45] <~Dan> Ah, I see.
[20:46] <~Dan> Do you have rules for paranormal abilities?
[20:46] <+BlackwellWriter> Yep!
[20:46] <~Dan> Is there a built-in magic system, for example?
[20:48] <+BlackwellWriter> The magic system that comes defined in the game (like all things GMs are encouraged to tinker and define their own using the base as inspiration) uses energy as its main factor. Similar to Eragon, the less you have to do to make the spell happen, the lower the cost
[20:49] <+BlackwellWriter> For example “Question – Cost 1” is a simple Psychic spell that makes the target question themself something like “Where are my keys?” “Where did I put the important document?” and allows the caster to read the answer thought.
[20:49] <+BlackwellWriter> Great for thieves
[20:49] <+BlackwellWriter> But as the cost rises, so too does the drain on energy and so mages have to have backup energy sources like wands and staffs or crystals with energy stored within them as bare casting can be dangerous
[20:51] <~Dan> What determines how much energy they have to begin with?
[20:51] <+BlackwellWriter> A well rested, fed human has 20
[20:52] <+BlackwellWriter> The GM has discretion over how this rises and falls and players can ask at any point how many points they have (this is one of those systems that will definitely be getting overhauled)
[20:53] <+BlackwellWriter> (done)
[20:53] <~Dan> Do you include times and places of power, or is that part of the GM discretion bit?
[20:54] <+BlackwellWriter> That’s part of the GM’s discretion.
[20:54] * ~Dan nods
[20:54] <~Dan> What skills are used for casting?
[20:54] <+BlackwellWriter> With Those Who Play being my first commercial product, there is a lot that needs revamped as I’ve learned
[20:54] <~Dan> Oh, sure.
[20:54] <+BlackwellWriter> Usually the school of magic that the type of spells the player wants to use come from
[20:55] <~Dan> What are the schools?
[20:55] <+BlackwellWriter> So things like enchantment, divination, necromancy, elementalism, divinity (god name), shamanic ritual
[20:56] <+BlackwellWriter> For fantasy we tend to take the old DnD schools as a starting point, padding them out where needed
[20:57] <~Dan> How quickly does energy replenish?
[20:58] <+BlackwellWriter> I tended to give back a point for every ten minutes not spent in combat, and points appropriate to the level of food they got afterwards
[20:58] <+BlackwellWriter> Mostly because I like the image of wizards being these powerful beings that do a few massive shows of power then demand a nice feast for the effort
[20:58] * ~Dan nods
[20:59] <+BlackwellWriter> Which might be because I grew up with Discworld
[20:59] <~Dan> Oh, is that a Discworld thing? 🙂
[20:59] <+BlueLanternYogi> what is Discworld?
[20:59] <+BlackwellWriter> I don’t think it is a Discworld thing, more just inspired by how they act
[20:59] <+BlackwellWriter> Discworld is the world Terry Pratchett’s stories take place in Yogi
[21:00] <+BlueLanternYogi> so high energy foods replenish faster?
[21:00] <+BlackwellWriter> yep!
[21:00] <+BlueLanternYogi> makes sense
[21:00] <+BlackwellWriter> Though, more high calorie than energy giving. Which allowed for some cruel trip ups in one of my campaigns.
[21:01] <+BlueLanternYogi> lol so high fructose is good for magic?
[21:01] <+BlackwellWriter> The wizard thought coffee would be a good energy booster and went straight for the fireballs, not realising that coffee just makes you feel energetic
[21:01] <+Viktyr> DIABEETOMANCER
[21:01] <~Dan> Corn syrup = magic fuel!
[21:01] <+BlackwellWriter> ^ Exactly!
[21:01] <+BlueLanternYogi> lol
[21:02] <+BlackwellWriter> “Beware the Tasty Brown Devil!” many mages said
[21:02] <+BlackwellWriter> He did not listen
[21:02] <+Viktyr> On the other hand, means a wizard has an easy remedy for high blood sugar.
[21:02] <~Dan> Now I’m imagining a magician carrying around a bottle of handy maple syrup in his shirt like Popeye and his spinach.
[21:02] <+BlackwellWriter> Learn Blood Magic and fire it at your enemies?
[21:02] <+BlackwellWriter> Gods, I can imagine my players doing that…
[21:02] <~Dan> Doing which? 🙂
[21:03] <+BlackwellWriter> both XD
[21:03] <~Dan> Ha!
[21:03] <~Dan> Do you cover any other powers, like psionics or superpowers?
[21:04] <+BlackwellWriter> In the same way that Skills are open interpretation descriptions, psionics and superpowers are easily added
[21:05] <+Catseye> Your game has blood magic in it?
[21:05] <+BlackwellWriter> A superstrength character could easily be a character with +40 Strong
[21:05] <+BlackwellWriter> While say Iron Man would be defined by Engineering IIII, Computer Science IIII, Genius IIII and so on
[21:05] <+BlackwellWriter> Superman would just be Skill – All Of Them
[21:06] <+BlackwellWriter> Not inherently but due to the system and design it is easily included Catseye
[21:07] <+BlackwellWriter> (done)
[21:07] <+Catseye> that is something rare to see in any game handled welll. So you have my interest
[21:07] <~Dan> Do you include a sample bestiary?
[21:07] <&Silverlion> It sounds a lot like High Valor’s trait system. Interestingly enough (though we have Lesser—Mythic levels there)
[21:08] <+BlackwellWriter> It includes a dozen or so creatures with rules on how to create NPCs on the fly 🙂
[21:08] <&Silverlion> Nice.
[21:08] <+BlackwellWriter> Can I post pictures here?
[21:08] <+Catseye> links to pictures
[21:08] <~Dan> You can post links to them.
[21:09] <+BlackwellWriter> Ah, I was going to screenshot pages from the book
[21:09] <~Dan> What sorts of creatures do you include?
[21:09] <+Catseye> Do you have a URL to a website for your game?
[21:10] <+BlackwellWriter> We have some named dragons with amazing art. Mimics (which have the Interior Decorating Skill which they use to blend in), Golems, parasitic space worms, and bandits
[21:11] <+BlackwellWriter> (done, it is a rather small bestiary)
[21:12] * ~Dan chuckles re: Interior Decorating 😀
[21:12] <~Dan> What games (if any) inspired your design for TWP?
[21:14] <+BlackwellWriter> Savage Worlds was a big inspiration for the “one book, many settings” but I didn’t like the dice system in that and initiative was as slow as hell. But the main inspiration was trying to homebrew a low fantasy campaign for 4th Ed D&D…
[21:14] <&Silverlion> Yay for Interior Decorating skill.
[21:14] <+BlackwellWriter> After the monk straight up punched a volcano out of the ground at level 5 I decided I had to make my own system
[21:15] <+BlackwellWriter> (done)
[21:16] <~Dan> Is this the start of a game line for you?
[21:16] <+BlackwellWriter> It initially was, and I’m hoping to return to it eventually but for the time being I’m working on different things
[21:17] <+BlackwellWriter> Like I’ve just entered the playtesting phase for my solo townbuilding map drawing game
[21:17] <+BlackwellWriter> Which, if anyone’s interested in playtesting, hit me up!
[21:17] <~Dan> Cool!
[21:17] <+BlueLanternYogi> town buidling and mapp drawing game?
[21:18] <+BlueLanternYogi> seems a useful idea for any RPG
[21:18] <+BlackwellWriter> Yeah! So the premise of the game is that you are the leader of a village (or post-apoc colony, or moon base) and you’re building the history and town as you go.
[21:18] <+BlackwellWriter> Exactly!
[21:19] <+BlackwellWriter> Starting from first settlement, you build the history of the town, discover things, create characters, and have an organic history/town at the end of it
[21:19] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[21:19] <+BlackwellWriter> and a map that you’ve drawn as you go so you have something physical to remember it by
[21:19] <+BlackwellWriter> Yeah 🙂
[21:20] <+BlackwellWriter> To anyone else who is starting out on the game development journey, it can be worth so much just to take your idea somewhere public like a convention and get some fresh eyes on it. And Kickstarter is a great place to go if you want to try take it a little bit further than a hobby project.
[21:21] <+BlackwellWriter> Those Who Play started as a game just for me and my friends that launched my career and I only Kickstarter for £1000
[21:21] <~Dan> I’m of the opinion that Kickstarter, e-publishing, and print on demand saved the hobby.
[21:22] <+BlackwellWriter> But after that I was able to land a publisher, make contacts, get into stores, and get the confidence needed to really pursue game design
[21:22] <+BlackwellWriter> Definitely
[21:22] <+BlueLanternYogi> would like to see it when it’s ready, I’m looking for a way to generate town maps histories and things like that, possibly by the hundreds for my game, could use a reliable system, for that… trolls killed my business on KS but planning another go at it soon
[21:22] <+BlackwellWriter> Too many RPGs were just getting buried
[21:22] <+BlackwellWriter> I’m sorry to hear that Yogi, trolls killed the TWP site as well but it’s all about keeping moving!
[21:23] <~Dan> (Welcome to #randomworlds, Guest71!)
[21:23] <~Dan> BlackwellWriter: Thanks for joining us at such an unholy hour for you!
[21:23] <+BlackwellWriter> Thanks everyone for listening and asking so many great questions. This was a lot of fun even if it is ridiculously late XD
[21:23] <+BlackwellWriter> 02:24!
[21:23] <~Dan> As a reminder to folks, gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[21:24] <~Dan> Now, if you can hang in there just a minute more, I’ll get the log posted and link you, BlackwellWriter. 🙂
[21:24] <+BlueLanternYogi> well good dreams them for you BlackwellWriter
[21:24] <+BlackwellWriter> And if you want to be kept up to date on my projects, feel free to follow @BlackwellWriter