<+TGG-Patrick> My name is Patrick Flynn, I’m the co-owner and lead developer of ThreeGold Games, and I’m super happy to be presenting Eisen Path, a Space Opera-themed TRPG.
<+TGG-Patrick> Oop, sorry, that’s a (Done)
<~Dan> Thanks, TGG-Patrick! The floor is open to questions!
<~Dan> What does “space opera” mean to you, and how does it manifest in Eisen Path?
<+TGG-Patrick> Right so, ‘Space Opera’ is the side of the Sci-Fi genre that puts the dramatics and larger-than-life characters ahead of the actual science fiction being displayed. What we set out to do with Eisen Path was go against the current grain and avoid the political agendas that have marred the genre in the last decade, returning to more neutral and universal-
<+TGG-Patrick> -messaging. This is on the backdrop of our D12 Only System which cuts out as much of the grind from role-playing as possible.
<~Dan> Can you give us an overview of the setting?
<+TGG-Patrick> Sure. The Eisen Galaxy has the “geography” of clusters, with star systems connected thanks to the mysterious “forerunner” technology called the ‘Evvodon Beacons’. The political environment is heavily destabilized as the Galaxy is in-
<+TGG-Patrick> -the early stages of coalescing into a proper community. There’s over sixty independent states, and the political convictions run the gamut.(done)
<~Dan> Are there multiple species, or is it all humans?
<+TGG-Patrick> Oh there’s many species I’d consider sapient, that is, capable of human-like intelligence and functioning. The Core Rulebook features six including the Humans.(done)
<~Dan> Can you tell us a bit about the five non-human species?
<+TGG-Patrick> Gladly; there’s the serpentine Morssians, the avian Zir, the near-Human Chi-gai, the hulking Veruk, the insectoid Korluddians, and the diligent Preddons.
<~Dan> How well do they get along?
<+TGG-Patrick> They’re all balanced across the game’s five main Attributes, and in design we went the typical route of making Humans most flexible.(done)
<+TGG-Patrick> Well relations are complicated in such a Balkanized setting. Humans are definitely rubbing other species the wrong way with their ambition and desires for expansion; the Zir are pretty warlike too, and the Chi-gai are very impatient with other cultures.(done)
<~Dan> Can you tell us a bit about the tech level of the setting?
<+TGG-Patrick> I’d love to. Laser and plasma weaponry is still cutting-edge and prototypical, so the conventional weaponry firing metal slugs, or “Jackie rifles”, still dominate. However, armor has finally caught up, necessitating melee infantry to close battle-lines and cut down opponents with the vibrating oberswords. Outside of combat, interstellar transportation is-
<~Dan> (Howdy, Le_Squide!)
<+TGG-Patrick> -still pretty rough around the edges. The luxury of the Evvodon Beacons is their ability to quickly calculate jumps through hyperspace, making travel considerably less dangerous.(done)
<~Dan> This being space opera, is space combat akin to dogfighting?
<+TGG-Patrick> I’d say so, much closer to Star Wars than The Expanse.(done)
<~Dan> Are there any obvious bad guys in this setting?
<+TGG-Patrick> So, I don’t enjoy teeing off on one type of individual or another, but common antagonists would be the radical, totalitarian “Unists” and greedy, hoarding corporatists alike, both enemies of civilization, culture, and quality progress.(done)
<~Dan> Are there any built-in assumptions regarding who the PCs are and what they do?
<+TGG-Patrick> Not at all. We encourage people to make whatever kind of characters they please.(done)
<~Dan> (wb, GenoFoxx!)
<~Dan> Are the PCs assumed to be Big Damn Hero types?
<+TGG-Patrick> They’re certainly representative of the Galaxy’s best and most fortunate.(done)
<~Dan> Are there psionics in this setting?
<+TGG-Patrick> Yes, Psionics are representative of any and all magic and supernatural powers. Those who can wield them – the Psi – are both respected and feared.(done)
<~Dan> What sorts of things can Psionics do?
<~Dan> And how powerful are they on the high end of the scale?
<+TGG-Patrick> All sorts of things, telekinesis, telepathy, foresight, elemental attacks. Like Skills, Psionic powers level up, and can become pretty powerful. However, their exact limits are not hard-coded and up the the circumstances of use and the discretion of the GM.
<~Dan> Do you have a character sheet that you can share?
<+TGG-Patrick> I’m actually on my cell, is there a way for me to upload directly into the chat?
<~Dan> Hmm. I don’t think so. Do you have it posted somewhere so that you could share the URL?
<+TGG-Patrick> Unfortunately I do not.
<~Dan> That’s okay. Can you tell us the elements that make up a character, starting with the attributes?
<+GenoFoxx> please forgive me if this has been asked and answered,,,is there nanotech..especially on the swords?
<+TGG-Patrick> Genofoxx, what makes the melee weapons effective is the use of the metal Harminium vibrating at high speeds, giving an incredible cutting power that can slice through armor. Don’t think it would hold up well against a plasma weaponry, however.(done)
<~Dan> (Welcome to #randomworlds, Guest58!)
<&Silverlion> Can you give us an example of an action, mechanics wise?
<+TGG-Patrick> Sure, so like in Cyneric’s Call, players only ever need one D12 dice to play. Attack checks are against static difficulty relative to range, where the excess of a roll is added with proficiency and weapon damage, then subtracted by the target’s Armor Rating, for total damage dealt. So for example-
<+TGG-Patrick> let’s see you’re in melee distance from a baddie and trying to take a slice out of him. You’d roll 1D12 needing a 3 or better; you roll a 5. 5-3=2, that is added with your Melee proficiency of 4 and weapon damage of 5 to get 11. That would be subtracted by your opponent’s armor, 4, to reach a total damage of 7.(done)
<~Dan> Are skill levels added to attributes for their totals?
<+TGG-Patrick> Yes, that’s how skill proficiency is calculated.
<~Dan> And what are the attributes?
<+TGG-Patrick> Strength, Agility, Endurance, Intelligence, and Charisma.
<~Dan> And how broad are the skills?
<~Dan> (Howdy, eezo!)
<+TGG-Patrick> Well there’s 19 as of now, four of which are dedicated to combat and the rest to the skills one would need in a futuristic setting.(done)
<~Dan> Sounds like they’re fairly broad in scope, then.
<+TGG-Patrick> Yeah I’d say so.
<~Dan> Going back to combat for a moment, is damage rated in hit points (or something similar)?
<+TGG-Patrick> Yes, hit points.
<~Dan> How much punishment can a typical hero take?
<+TGG-Patrick> Well that fluctuates, but I’d say probably s good three hits, maybe four, before going down.
<~Dan> Does the system feature any sort of “hero point” mechanic?
<+TGG-Patrick> No it does not.
<~Dan> Do the dice open-end?
<+TGG-Patrick> No, Critical Successes are at 12 and Critical Failures at 1.
* ~Dan nods
<~Dan> Do you have a scaling mechanic for dealing with the vast size differences you run across in space opera?
<+TGG-Patrick> No, however, we do have body types that determine what sort of armor can be worn and who is vulnerable to certain status effects or weapon types, such as fire and ice.(done)
<~Dan> Speaking of armor, is there power armor?
<+TGG-Patrick> Not in place at the moment, but I can imagine it being added somewhere down the line.(done)
<~Dan> What sorts of weaponry to starships feature?
<+TGG-Patrick> Starships have early plasma weaponry in place instead of beams or rocketry
<~Dan> Will the creators of the beacons be revealed at any point?
<+TGG-Patrick> Who knows? 😉
<~Dan> Well, you do, presumable. 😀
<~Dan> But fair enough. 🙂
<~Dan> Does the game feature a bestiary?
<+TGG-Patrick> It does, a little one of a dozen initially.
<~Dan> How common are life-bearing planets in the game?
<+TGG-Patrick> Of the connected Galaxy, I’d say fairly common. Almost all of the connected star systems have at least one life-bearing body.(done)
<~Dan> You’ve touched on this earlier, but what is your big sales pitch for this game? What makes it stand out from other space opera RPGs?
<+TGG-Patrick> Eisen Path is for everyone that wants Space Opera to return to its quality storytelling roots, free of 2019’s allegory, with a role-playing system that reduces the grind and keeps the action going.
<+TGG-Patrick> If you don’t like the status quo, support this product, because there’s so much we can do with it.(done)
<~Dan> So I take it that it’s meant to be a high-octane sort of game?
<+TGG-Patrick> Not necessarily. It’s totally flexible and the experience is whatever the players make of it.
<~Dan> Given the way the beacons work, is there anywhere reachable that hasn’t been explored?
<+TGG-Patrick> Yes, there’s a whole cluster that’s considered an uninhabited frontier.
<~Dan> Oh, that sounds promising.
<+TGG-Patrick> Yeah definitely.
<~Dan> Are the powers that be duking it out over this frontier?
<+TGG-Patrick> Not yet, but tensions are certainly high.
<~Dan> Are there any full-blown wars going on?
<+TGG-Patrick> Yes, an entire cluster is consumed by war as ideologues fighting to break free of their mercantile overlords and create a ‘Core Commonwealth’s state.(done)
<~Dan> Are there any sorts of augmentations available in this setting, such as cybernetics or genetic enhancements?
<+TGG-Patrick> Yes, but those mechanics are still being ironed out.
<~Dan> Will they be featured in the core rules/
<~Dan> How much space do you devote to vehicle combat?
<&Silverlion> (Night all.)
<~Dan> (Bye, Silverlion!)
<+TGG-Patrick> Space combat isn’t planned for the Core Rulebook at this time, and we’re on the fence about vehicular combat. They’re both things we want to do, of course.(done)
<~Dan> So the action is pretty planet-based?
<+TGG-Patrick> Correct, we want to deliver the core experience here and then branch out. There is a Mass Combat mechanic, however.
<~Dan> How detailed are the Mass Combat rules?
<+TGG-Patrick> They’re abstract; it’s about calculating variables, such as superior numbers, firepower, and leadership, and then rolling against one another to deduct Force Points and whittle down your opponent.(done)
<~Dan> Sounds simple enough.
<~Dan> How much do tech levels vary between species and cultures?
<+TGG-Patrick> Not very much, everyone is roughly at the same level.
* ~Dan nods
<~Dan> Let’s see… Is there anything we haven’t covered that you’d like to bring up?
<+TGG-Patrick> No, I think we’ve about gotten it, and I’m super grateful you’ve had me on again.
<~Dan> You’re very welcome! Thanks for joining us!
<~Dan> As usual, if any of you have enjoyed the Q&A and would like to buy me a coffee, you can do so here: (Link: https://ko-fi.com/gmshoe)https://ko-fi.com/gmshoe 🙂
<~Dan> Now, if you’ll give me just a minute, I’ll get the log posted and link you. 🙂