<+Tom> I am Tom Ahlqvist, Swedish writer of fantasy novels and rpg:s. We have released our first rpg in fact, some weeks ago on kickstarter! It’s name is Vindeon, and have actually hit the funding goal so that’s very nice for us!
<+Tom> The game is set in a high-fantasy setting and rules are designed to be fast and easy to both use and learn, and we have focused heavily on immersive roleplaying.
<+Tom> There is deep lore and many unique choices a player makes in the character creation progress, which connects to the game world of the same name: Vindeon.
<~Dan> (Howdy, Beelzedude!)
<+Tom> The kickstarter project had two main items in it: the Vindeon Core Rulebook of ~280 pages and the 64 pages Adventure ‘The Maid of Flowerdale’
<+Tom> done (I hope Im doing this right)
<~Dan> You are, and thanks! The floor is open to questions!
<~Dan> What makes Vindeon (the setting) stand out from other high fantasy settings?
<+Tom> I think that a writer takes with him the folklore and history of where he comes from, as I think you can feel the difference in game and fantasy lore depending on if it is made by American, English, South-European, North-European writers and so on.
* ~Dan nods
<~Dan> What races/species are available to play?
<+Proteus> I like monsters. How do monsters feature in the setting? Is killing monsters something the PCs might spend their time doing?
<+Tom> Humans, Elves and Dwarves.
<+Tom> I will now answer Proteus
<+Tom> And another feature, even though it is of course not unique, is that the world is dark, riddled by demons and hellish monsters of many sorts, whom all form an active part of the game world and Vindeon’s history.
<+Tom> Monsters will be killed, and we have worked hard on making them more than just obstacles you need to kill. They react to what you do. You can talk to many. Make pacts to some. But if you flash your sword and yells “Have at thee”, then you’ll obviously have a fight on your hands.
<~Dan> Do you offer any unique twists to your races?
<+Tom> Actually, I love to talk about the monsters/Hostile NPC’s of Vindeon, but lets move on seeing as Dan is progressing ^^
<~Dan> Take as long as you like, Tom!
<~Dan> I’m not in any rush. 🙂
<+Tom> The playable races are definataley bearing resemblance to their counterparts in western fantasy. The elves lives in woods and dwarves in mountains. Humans live, well like we used to in ancient times. The unique features lies in the different cultures.
<~Dan> (wb, Beelzedude)
<+Saurbaum> What’s the magic system like?
<+Tom> We wanted to make spellcasters feel learned and that they had knoledge others did not. And so, we developed special rules for the magic system. A little more advanced than the basic rules so to say.
<+Saurbaum> Spell point system or number of spells per day?
<+Tom> Thus, we hoped to create a little division between mage players and those who doesn’t care about magic, rule-wise.
<+Tom> Spell Points and regenerating energy, based off of your Wisdom and Intelligence attributes.
<+Saurbaum> Is it a class based system or skills?
<+Tom> One last note on magic, is that you do not only progress your skill in the school of magic you chose (there are four of them), but the spells themselves. We use the “progress by doing” concept, meaning that the more spells you perform, the greater their potency will become.
<+Tom> It is skill based, with a heavy focus on culture specific professions and the skills tied to them, even as you of course can create a profession of your own, should you so choose.
<~Dan> Do you have a character sheet posted that we can see?
<+Tom> I do not unfortunately.
<~Dan> No problem. Can you describe the elements that make up a character, then?
<+Tom> Yes. They are based upon the BRP-format. The Core elements are race, Culture, Profession, your Character Traits and their Modifications. Then you have a long list of your skills, and space where you shall mark every successful or critical hit done by you in that skill
<~Dan> So the attributes are based upon Basic Roleplaying?
<+Tom> In between those two, are Weapons and Armour Items where their stats shall be put, such as Damage, Action Point costs and Defence Value
<+Tom> Yes indeed.
<+Saurbaum> Does armour soak or make you harder to hit?
<+Tom> Armour soak in a very straight forward, clean damage reduction from enemy blows.
<~Dan> What is the basic task resolution mechanic?
<+Tom> The glorious d20 which you roll to see if your skill action is a success or not. You need to get a dice result + modifiers equal to or under your skill value.
<~Dan> Do attributes modify associated skills?
<+Tom> They do not. Attributes modifies Dmg. Bonus, Reaction, Fear Rolls, Movement, the all important Action Points and resilence only.
<~Dan> I see… And what are Action Points?
<+Saurbaum> Rolling low is good then?
<+Tom> I really like the tactical gameplay Action Points give and I believe that using/conserving, planning for the use of action points are very fun and rewarding for players! Action Points, like in good old Fallout (computer game) only activated in combat situations or similar pressing matters where it is important to know exactly what everybody’s doing.
<~Dan> (Howdy, JoaoPaulo!)
<+Tom> Rolling low is good Saurbaum! You critical hit on 1-2 results, and you fail miserably on the 19-20!
<+Saurbaum> Does that mean negative modifiers are good?
<+Tom> To make it clear, we do not add negative modifiers on dice results becuase, as you say, it would increase your success change but it makes people confused. Instead, any modifiers are added as + on your skills.
<~Dan> Can your system handle scores in excess of 20?
<~Dan> brb — take over, Saurbaum?
Session Close (#randomworlds): Wed Dec 05 14:40:00 2018 -0600
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<Saurbaum> The power THE POWER!
<Tom> Im a little unsure what the question means 🙂
<Saurbaum> At a guess if you have a skill of 25 what happens?
<Tom> Oh that’s where some of the fun begins. Yes, our system provides for various bonuses and modifications should you somehow manage to increase your attributes or skills above 20!
<Saurbaum> Is the critical success and failure on all rolls or just in combat?
<Tom> All rolls. In the skills section of the rules, we have added descriptions and examples of critical successes and failures in all skills.
<Saurbaum> So I have a group of people. We all know and love <insert system name here> what would you say to convince us to try your game?
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<Tom> Vindeon is lore heavy world full of history, culture and magic. And insurmountable darkness, tbh. If you like fast action gameplay and immersive roleplaying, Vindeon is definately worth having a look at!
<Saurbaum> How entwined are the system and the setting? Are there specific mechanics because of how the world works?
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<Tom> I would say that they are rather entwined. Mechanics for entering the underworld is in place, as are the way you create enchantments, use many of your skills and your culture and profession unique Ability. I should mention that there are ‘ultimate’ spells that are only accesible through not only unlocking the spells rule-wise by progression,
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<Tom> but you must also go out in the world and, depending on the spell strived for, undertake large adventures in the world and play them through to gain access to these (totally imbalanced) spells.
<Saurbaum> Is there a deep mechanical difference in different weapons?
<Saurbaum> Do I get extra abilities because I’m using and axe compared to a sword?
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<Tom> No, the weapons mechanics are as straight forward as the armour mechanics. However, depending on your profession Ability, you will gain unique modifiers and takedowns if you are wielding certain weapons. Naturally, enchanted weapons are a different matter, and they do add modifiers.
<Tom> So I would say the mechanical differences in weapons are purely tactical, in that they cost different amounts of Action Points and have different damage outputs.
<Saurbaum> Are you planning any published adventures to show people how you envisage the game to be run?
<Tom> Yes! An introductory adventure will release with the Vindeon Core Rulebook, by the name ‘The Maid of Flowerdale’. It will take place in the rural town of the same name and its surroundings, in the Alerian county of Faerann Eadar, and is a ‘Mystery’ focused adventure with equal parts light and darkness.
<Tom> Two other adventures are in the making but not scheduled for the release.
<Saurbaum> Are you following a classic D&D line of divine magic has the healing and sorcerous ways focus more on blowing things up?
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<Saurbaum> I’ve got to vanish now so if anyone else has questions please throw them out there
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Session Start (Dan:#randomworlds): Wed Dec 05 15:13:31 2018 -0600
<~Dan> (Are we still going? 🙂 )
<+Tom> In Vindeon, religious powers and magic are two different things. The four schools of magic are: Elemental (Blow things up with fire, earth, wind and ice spells), Conjuration (From the dark arts of Necromancy to basically summoning Broomsticks), Trickery
<+Tom> Yes Dan ^^
<+Tom> I was about to delve deeper into the Schools of Magic, but let’s lay it to rest for now 🙂
<~Dan> Actually, I’d be interested in hearing about that. 🙂
<~Dan> (brb — just a sec this time, promise! 🙂 )
<+Tom> Well then! Trickery is a School of mind tricks such as illusions, thoughts and feelings. And my personal favourite – Sorcery, contains the darker spellbranches recorded, such as Witchcraft, Mysticism and Devilry!
<+Tom> No rush Dan, I’ll be available for a while longer.
<~Dan> So what are the differences between Witchcraft, Mysticism, and Devilry?
<~Dan> (Howdy, Woo77!)
<+Tom> Witchcraft contains alot of sinister damaging spells and other spells made to oppress and control. Mysticism focuses on powers such as telekinetics, telepathy and magic altering abilities found in no other school. And Devilry contains many ominous spells aimed at disheartening/breaking victims in various ways.
<~Dan> Does your game include a bestiary, and if so, how large?
<+Tom> It does. And thanks to reaching our first Stretch Goal, we are now in the process of adding even more NPC’s. The Core Rulebook does not contain a Bestiary in the regard of detailed information about all the creatures of Vindeon. It would simply be too much to contain within the scope of core rules. The NPC section lists 50 creatures.
<~Dan> Are they all takes on traditional fantasy creatures, or are there any unique entries?
<+Tom> Oh dont get me started! ^^ Okay, many of them are indeed traditional fantasy creatures, like trolls, wolves and undead. But we have a very unique goblin race named Palegoblins, which were I to start talking about them, would probably need two more hours!
<~Dan> Well, can you give us some highlights about them? 🙂
<+Tom> But yes, there are a few unique entries, but more traditional entries.
<+Tom> For trivia, the concept ‘palegoblin’ started by our larp-group developing an extremely scheeming and sorcerous race of goblins, heavily influenced by, hold on to your hats: nordic black metal and satanism. The palegoblin more or less looks like tall, thin goblins with darkened eyes, living in the frost mountains if the Evershards, and do nothing else than
<+Tom> scheme, scheme and scheme.
<+Tom> I think, to summarize, palegoblins are drow meets goblins meets Scandinavian darkness
<~Dan> Heh. Cool. 🙂
<+Tom> To say the least! 😉
<~Dan> What are your trolls like? I love trolls. 🙂
<+Tom> They are also more alike to the Nordic troll of folklore in appearance than for example the Jamaican trolls of World of Warcraft, or the rocklike trolls of the Witcher. I must say the trolls of Vindeon mostly resembles those of the world ‘Drakar & Demoner’ (a Swedish rpg)
<+Tom> google the illustrator ‘Alvaro Tapia’ and add troll, to get a feeling of the appearance I envision for the Vindeon ‘common’ trolls!
* ~Dan does so
<~Dan> Oh, very cool!
<~Dan> (Welcome to #randomworlds, Guest48!)
<~Dan> Is this your first published RPG?
<~Dan> Nice! Looks like you’re off to a great start, then. 🙂
<~Dan> Do you see this as the start of a game line?
<+Tom> Thank you! We have been working on this game for two years in our spare time, tested it, translated it to English (which was in fact extremely time-consuming) and we are ready to release!
<+Tom> Define game line so the Swede understands ^^
<~Dan> I mean, do you plan a series of supplements for this game, or will you be done with it after the core rulebook is out. 🙂
<+Tom> Oh, I envision this as my main rpg project and will write addons, adventures, campaigns and supplements for a long time to come! I love this world, and will give it everything I can.
<~Dan> That’s awesome. 🙂
<~Dan> So in the time remaining, is there anything we haven’t covered that you’d like to bring up?
<~Dan> (Howdy, DukeOfChutney!)
<+Tom> I just want to add that I am thrilled that the firt steps on realizing this whole project is well underway. It has been an amazing journey, and the weird thing is it is only just starting! I want to thank you Dan for your time and opportunity provided for me to talk about Vindeon here!
<~Dan> You’re very welcome, Tom! I hope you’ve enjoyed your visit and that you’ll come back to hang out with us whenever you like. 🙂
<~Dan> Usual reminder: Gratuities are welcome at (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ , should anyone be interested. 🙂
<~Dan> Now, if you’ll give me just a minute here, I’ll get the log posted and link you. 🙂