<+JohnDPayne> My name is John D. Payne.
<+JohnDPayne> I am a fantasy author, and a game writer.
<+JohnDPayne> I am kickstarting a game book right now, called the Micronomicon: A Compendium of Magic for Tiny Dungeon 2e and other games.
<+JohnDPayne> (Link: https://www.kickstarter.com/projects/johndpayne/micronomicon-a-compendium-of-magic-for-tiny-dungeon-2e)https://www.kickstarter.com/projects/johndpayne/micronomicon-a-compendium-of-magic-for-tiny-dungeon-2e
<+JohnDPayne> It’s a book of spells, magic items, optional rules and ideas for playing various kinds of mages, and a bunch of new microsettings.
<+JohnDPayne> It’s built for TD2e, which is on sale right now.
<+JohnDPayne> (Link: https://bundleofholding.com/presents/TinyDungeon)https://bundleofholding.com/presents/TinyDungeon
<+GKG_Alan> (TD2e being Tiny Dungeon: Second Edition)
<+JohnDPayne> And everyone should snap that up because it’s a great game, and a great price at the moment.
<+JohnDPayne> But TD2e is “The Minimalist Fantasy RPG,” meaning that it’s very rules-light. So if you play another system, you will probably find it easy to use the ideas you find in my book (or in TD2e) in your own game.
<+JohnDPayne> It’s not system-neutral, but it is highly portable.
<+JohnDPayne> The basic kickstarter pledge is for a copy of the ebook,
<+JohnDPayne> but if you pledge a little more, you also get an at-cost coupon code for the softcover,
<+JohnDPayne> and then a little more gets you an at-cost coupon code for the hardcover.
<+JohnDPayne> (And these stack, so if you buy the hardcover, you also get the other two.)
<+JohnDPayne> We also have some other fun pledge levels that let you name things in the book, get illustrated as a character, or even completely fund a microsetting of your choice.
<+JohnDPayne> And (BIG ANNOUNCEMENT) we are as of this moment officially offering a set of spell cards / playing cards to accompany the game.
<+JohnDPayne> I think that’s most of the throat-clearing.
<+JohnDPayne> So… Done!
<+JohnDPayne> Who’s got questions?
<~Dan> Thanks, JohnDPayne! The floor is open to questions!
<~Dan> First, for those who missed earlier Q&As, can you (or GKG_Alan) give us the basics of Tiny Dungeon?
<+JohnDPayne> Alan, you want to field this? Or should I?
<+JohnDPayne> So, it’s a minimalist fantasy role-playing game, which means it will feel very familiar to people who have played things like Dungeon & Dragons
<+JohnDPayne> But it’s a lot more streamlined.
<+JohnDPayne> So, for example, in D&D, you have six character attributes, plus a bunch of skills, plus a bunch of other stuff that pertains to your race, your class, etc.
<+JohnDPayne> In Tiny Dungeon (or most of its related Tiny D6 games), your character starts with four Traits, including one that comes from your Heritage (~race), plus a weapon proficiency, plus a family trade or background. That’s it.
<+JohnDPayne> In D&D, every character is ranked in strength from 3 to 18 (ish). In TD2e, most characters are just assumed to be average, and a few get the Trait that specifies that they are Strong.
<+JohnDPayne> A lot simpler.
* ~Dan nods
<~Dan> And the basic task resolution mechanic?
<+JohnDPayne> For most things you want to do, you roll 2 dice. If you get any 5s or 6s, you succeed.
<+JohnDPayne> (Six sixed dice.)
<+JohnDPayne> If there’s some reason to think your character has an Advantage (like a Strong character trying to kick down a door), you use 3 dice.
<+JohnDPayne> If there’s some reason to think your character has a Disadvantage (like the door being reinforced steel), you use 1 dice.
<+JohnDPayne> That’s almost every roll in the game.
<+JohnDPayne> One of those three.
<+JohnDPayne> Is this a normal thing you have a decent shot at? Is it easy for you? Is it extra hard?
<+JohnDPayne> Roll dice, see if you got any successes. If you got any, you did it. If you didn’t, bummer.
<~Dan> Thanks for that recap!
<+JohnDPayne> No worries.
<~Dan> So what sorts of magicians does Micronomicon add?
<+JohnDPayne> So it’s not like a super accurate model of real world physics, but it’s a quick and easy way to keep the action moving.
<+JohnDPayne> Well, we add quite a few of what are called Prestige Traits.
<+JohnDPayne> Which require you to have some other Trait as a prerequisite
<+JohnDPayne> So for example, one of the magical Traits in TD2e is Beastspeaker, which lets you talk to animals.
<+JohnDPayne> The Micronomicon builds on that by adding a couple of options that build on that.
<+JohnDPayne> (I should note that the exact contents of the book may vary from what I’m describing here. Nothing is 100% finalized.)
<+JohnDPayne> One of those is called Beastform, which lets you shift into the form of an animal, gaining some of their advantages.
<+JohnDPayne> Another Prestige Trait for Beastspeakers is called Bug-speaker, which lets you communicate with (and command) insects, arachnids, and other creepy-crawlies.
<+JohnDPayne> But again, this is a minimalist game. So we’re not going to tell you exactly how many fire ants you can get to bite your opponent, or exactly how much damage that would do.
<+JohnDPayne> The usual Tiny D6 approach is to lay out the basic idea and then let you and your GM to work out the necessary details.
* ~Dan nods
<~Dan> So are most of these new magicians simply individuals who have these extra magical powers?
<+JohnDPayne> But the nice thing is that you don’t have to, for instance, wonder if the fire-ant swarm does as much damage as a dagger or a glaive, because those do the same amount of damage in TD2e. Pretty much all weapons, and most other attacks, do 1 damage.
<+JohnDPayne> New magicians?
<+JohnDPayne> Not sure what you mean.
<~Dan> Oh, sorry — I thought you said earlier that the book introduces new types of magicians.
<+JohnDPayne> Maybe the way I should have said it is that we are presenting new Traits that you can pick for your character.
<+JohnDPayne> There’s no classes in TD2e.
<+JohnDPayne> If you want to have a Bard who is also a combat machine, then you just pick the appropriate Traits for that.
<~Dan> Are there new types of magic?
<+JohnDPayne> Take Bard, Berserker, Cleave, and Diehard. Be a woad-painted Highland barbarian with Claymore and bagpipes.
<+JohnDPayne> Depends on what you count as new.
<+JohnDPayne> For example, the two Prestige Traits I just mentioned are new. Does that count as a new type of magic? If so, then yes. Lots of new types of magic.
<+JohnDPayne> Mostly we’re trying to build on the foundation that’s already been established, and present options that could work in any game.
<~Dan> Well, I see those as magic powers. I was wondering about magic systems.
<+JohnDPayne> I’d have to think about it, but maybe not.
<+JohnDPayne> Actually, no.
<+JohnDPayne> We are.
<+JohnDPayne> In the microsettings.
<~Dan> Ah! Can you say a bit about those?
<+JohnDPayne> In the first half of the book, we keep things pretty broadly applicable.
<+JohnDPayne> But in the second half of the book, we’re adding lots of new microsettings, some of which have very new ways of doing magic.
<+JohnDPayne> For example, we’ve funded the stretch goal for a microsetting from Gregory Israel called The Price of Power.
<+JohnDPayne> And in this one, all uses of magic require you to sacrifice a Hit Point.
<+JohnDPayne> Which really upsets the apple cart.
<+JohnDPayne> So that setting will feel very different, have a completely different combat logic and strategy, and of course a lot of implications for economy and society.
<~Dan> I’d imagine so… Tiny Dungeon characters don’t have many Hit Points, IIRC.
<+JohnDPayne> They do not.
<+JohnDPayne> Humans (kind of in the middle) start with 6.
<~Dan> Yikes. Lower than I thought, even.
<+JohnDPayne> And unlike D&D, you don’t necessarily level up and gain HP.
<+JohnDPayne> So you really have to think carefully about how to use that precious resource.
* ~Dan nods
<+JohnDPayne> These microsettings really give us the chance to play with the rules of magic that way, and to explore the ways that magic can affect characters, kingdoms, environments, etc.
<~Dan> What are some other new systems?
<+JohnDPayne> One of the microsettings in our next stretch goal is Thule, by Carolyn Ivy Stein
<+JohnDPayne> Which is an arctic setting, so they do interesting things such as having spells powered by auroras, etc.
<+JohnDPayne> One of the ones we just funded yesterday, I think, is Inkslingers, by Joe McGee.
<+JohnDPayne> In this one, magical power is invested in tattoos, which can do all kinds of interesting things. Including raising the dead.
<+JohnDPayne> Jeffrey Scifert’s Gods of Diazorr microsetting has magic that can corrupt you, alter your physical form, turn you into a chimeric demon.
<+JohnDPayne> But might also reveal your divine heritage as the scion of a god, and turn you into a demigod.
<+JohnDPayne> So there’s all kinds of different magics in the microsettings.
<+JohnDPayne> So if you play them as written, they’re going to feel very different from your Generic Tolkienesque Fantasy Ripoff.
<+JohnDPayne> But we’re also trying to make sure that in each one there are things you can import piecemeal into your own campaign.
<+JohnDPayne> For example, Brad Lyon’s Fellbright, City of Bliss
<+JohnDPayne> (Which funded at the same time as Joe’s)
<+JohnDPayne> It describes a magical city of temptation and enchantment that appears in the desert.
<+JohnDPayne> And you could play out your whole campaign in and around the city.
<+JohnDPayne> Or you could have your PCs travel to the desert that’s already on their worldmap and find Fellbright
<+JohnDPayne> Or you could just borrow some of the elements, like the Ratfolk heritage, or the Six Djinnn Den of Chance
<+JohnDPayne> Or the new optional rules for riding magic carpets.
<+JohnDPayne> We want this to be a toolbox, where anyone who flips through the book is going to find an idea they can use.
<~Dan> Speaking of tools, can you give us some examples of any spiffy new magic items
<+JohnDPayne> The first half of the book has 13 chapters organized around magical Traits.
<+JohnDPayne> So for each one I had to think about what it’s like to play that particular kind of magic-user.
<+JohnDPayne> And one of the ones that a lot of people don’t like to play is the Healer.
<+JohnDPayne> So I wrote up a lot of cool magic items for them. If you play that, you deserve a little somethin’ somethin’.
<+JohnDPayne> And to do that, I drew from a lot of different sources
<+JohnDPayne> Some mythic or scriptural
<~Dan> (Welcome to #randomworlds, BLyon!)
<+JohnDPayne> For example, Moses is said to have healed the Israelites with a staff on which was fixed a fiery flying serpent
<+JohnDPayne> (Hey, Brad!)
<+BLyon> Good Evening all.
<+JohnDPayne> And Hermes was also said to have healed with the caduceus
<+JohnDPayne> So I have the Rod of the Entwined Serpent, which lets you Heal at a distance.
<+JohnDPayne> (This also makes it easier and more fun to play a Healer, since the base rules require you to be adjacent to someone to Heal.)
<+JohnDPayne> Similarly, one of the reasons it’s tough to play a Healer is that you can’t heal yourself. So I have an item called the Mask of Priority
<+JohnDPayne> (“Secure the mask before you assist others!”)
<~Dan> Heh. 🙂
<+JohnDPayne> When wearing it, you can heal yourself. And if you are at maximum HP, your healing spells on others are more effective.
<+JohnDPayne> Not such a legendary inspiration, but it works.
<+JohnDPayne> There’s also lots of magic items in the chapters on Alchemists
<+JohnDPayne> Such as magic elixirs
<+JohnDPayne> Lots of scrolls in the chapter on Spell Readers
<+JohnDPayne> TONS of magic items in the chapter on Artificers
<~Dan> How do scrolls function in this game?
<+JohnDPayne> (Which you would probably also consider a new magic system for the game.)
<+JohnDPayne> To read a scroll, you have to have the Spell Reader Trait.
<+JohnDPayne> You make a Test, and if it succeeds, you destroy the scroll and cast the spell.
<~Dan> (Welcome to #randomworlds, mrstudip!)
<+JohnDPayne> If it fails, you didn’t cast the spell, but you still have the scroll and can try again.
<+JohnDPayne> This is one of the reasons why scrolls in TD2e tend to be BIG
<~Dan> What is the advantage to casting from scrolls, aside from using spells that you don’t otherwise know?
<+JohnDPayne> They tend to be higher-impact spells.
<~Dan> Smart bombs, in old school video game parlance?
<+JohnDPayne> Yes. Or neutron bombs.
<+JohnDPayne> But one of the other things we are presenting in the book is ways you can integrate smaller, lower-impact scrolls into your game.
<+JohnDPayne> For example, taking those great big nuclear scrolls and introducing limitations.
<+JohnDPayne> Like, you can only cast the scroll at night.
<+JohnDPayne> Or when you’re naked.
<+GenoFoxx> are scrolls made of paper? could they be like cell phones?
<+JohnDPayne> Or at someone who’s on fire.
<+JohnDPayne> Absolutely they could be cell phones.
<+JohnDPayne> TD2e is very portable to different settings
<+JohnDPayne> different genres, different cultures, different tech levels
<+JohnDPayne> In the Micronomicon we have a number of contemporary settings.
<+BLyon> I’m digging the idea of burner phone scrolls!
<+JohnDPayne> For example, in our next stretch goal, we will get a setting from Josh Vogt about Dreamers who can enter your subconscious and protect you from psychic parasites.
<+JohnDPayne> Me too!
<+JohnDPayne> And if your mage is in 2019 Seattle, a burner cell makes more sense than a roll of papyrus.
<+GenoFoxx> scroll guns?
<+JohnDPayne> Maybe, sure.
<+JohnDPayne> I can see that.
<+JohnDPayne> Maybe scroll bullets would work even better.
<+JohnDPayne> Or like, a scroll RPG.
<~Dan> Speaking of guns, how do you handle magic weapons, given the limits on weapon damage?
<+JohnDPayne> (RPGs are single use, is what I mean)
<+JohnDPayne> Magic weapons can help you in a lot of different ways.
<+JohnDPayne> One way is to do more damage.
<+JohnDPayne> (Which is an option!)
<+JohnDPayne> Another way is to give you a Trait that helps you hit more often.
<+JohnDPayne> In the chapter on Alchemists, I lay out a method of creating weapons and armor from Alchemical metals
<+JohnDPayne> Which can do a variety of different things, including altering your personality
<+JohnDPayne> Or give you psionic powers
<~Dan> You cover psionics in this book as well?
<+JohnDPayne> And some magic items can be possessed by demons who give you advice
<+JohnDPayne> and of course try to corrupt you
<+JohnDPayne> Yes, we do.
<+JohnDPayne> And we are agnostic as to whether it’s a kind of magic or not.
<+JohnDPayne> You decide.
<+JohnDPayne> Whatever works in your campaign.
<~Dan> How do you distinguish it from magic?
<+JohnDPayne> Some of it is by feel or flavor
<+JohnDPayne> Some of it is by having slightly different mechanics
<+JohnDPayne> For example, one of the things I consistently see depicted as psionics is traveling through different dimensions
<+JohnDPayne> Either physically, or just the spirit / consciousness
<+JohnDPayne> So one of the Psionic Fields is focused on entering the astral realm and bringing things back
<+JohnDPayne> (Again, all of this stuff might end up being different in the final book)
<+JohnDPayne> So there are powers like teleporting (moving things through the astral realm)
<+JohnDPayne> or getting a Crystal Ally (the psionic equivalent of a familiar)
<+JohnDPayne> (which was actually inspired by Tron)
<+JohnDPayne> (Link: https://www.youtube.com/watch?v=lVytNbdryR0)https://www.youtube.com/watch?v=lVytNbdryR0
<~Dan> Nice. 🙂
<+JohnDPayne> or creating a weapon that is crystallized energy from the astral realm
<+JohnDPayne> (which maybe means your psionic character looks something like Psylocke)
<+JohnDPayne> (maybe a more practical outfit, though)
* ~Dan chuckles
<+JohnDPayne> So if you want to call Psionics a different kind of magic, okay
<~Dan> How many new spells are in the book?
<+JohnDPayne> Or if you want to treat it as the opposite of magic, also okay
<+JohnDPayne> Depends on what you call spells.
<+JohnDPayne> Not trying to be coy. But, for example: Is a scroll a spell?
<+JohnDPayne> I will say this.
<+JohnDPayne> I’m offering a spell deck
<+JohnDPayne> (it’s official now!)
<+JohnDPayne> And that needs 52 spells
<+JohnDPayne> And I am having a super hard time limiting it to that number
<+JohnDPayne> Because there are LOTS more than that.
<+JohnDPayne> Again, depending on how you count.
<+JohnDPayne> But probably a couple hundred at this point.
<~Dan> Very nice.
<+JohnDPayne> And that will grow, because each microsetting can add spells.
<+JohnDPayne> And some of them I know come with big lists of spells.
<+JohnDPayne> Like Quincy J. Allen’s, which I really hope we get to fund.
<~Dan> And would I consider scrolls to be spells? Hmm. Well, definitely, if they record spells that can be cast without a scroll as well. Maaaaybe, if the spell only exists as a scroll, although that almost makes it like a one-shot magic item.
<+JohnDPayne> I’m aiming for efficiency.
<+JohnDPayne> So I don’t have a spell written down in two places.
<+JohnDPayne> If it’s on a scroll, it’s not in any of the other chapters.
* ~Dan nods
<~Dan> In any case, that’s splitting hairs.
<+JohnDPayne> And of course the efficiency works the other way, too.
<+JohnDPayne> I consider every Psionic Gift and Talent a spell.
<+JohnDPayne> Because if you like it, and you want your mage to be able to cast it, then you talk to your GM and figure out how to integrate it with your character.
<~Dan> What’s the difference between a Gift and a Talent, by the way?
<+JohnDPayne> We tried to follow the Spell-Touched >> Archmage model of progression
<+JohnDPayne> So a Psionic character starts out with the Psionic Adept Trait, giving them access to 6 Psionic Gifts.
<+JohnDPayne> All of these are broadly applicable, but none of them are game-changers.
<+JohnDPayne> Then you can take Psionic Master as a Prestige Trait and choose a single Field with 4 Talents, each of which is more powerful than the basic Gifts.
<+JohnDPayne> And some of them are really wild.
<~Dan> So Talents are always more powerful than Gifts?
<+JohnDPayne> To my way of thinking.
<~Dan> (Welcome, Guest! You can set your name with the /nick command. 🙂 )
<~Dan> (e.g., /nick Dan)
<+JohnDPayne> But old grognards know that a clever player or devious GM can get a lot of mileage out of the right cantrip
<+JohnDPayne> But the Talents are intended to be more powerful.
<+JohnDPayne> Prestige Traits in TD2e are supposed to be a big step up in power.
<+JohnDPayne> That’s why they’re optional. Because they can break the game, if you’re not careful.
<~Dan> (Thanks, Bryce!)
<+JohnDPayne> (Although, again, clever players can always derail things.)
<~Dan> Can you give an example of a powerful Prestige Trait that could be a game-breaker?
<+JohnDPayne> We’ve also tried to build in Enemies that are appropriate for the various different sorts of mages.
<+JohnDPayne> Oh sure
<+JohnDPayne> So, one of the ones from the original TD2e that’s a tricky one is the Assassin
<+JohnDPayne> If you really do have a world full of sneaky ninjas that can kill with a single attack, it gets really hard to have stable politics.
<+Bryce> Yeah running a Skies over Richoet and my Karhu Mage is now a mist mage
<+JohnDPayne> Mist mages are awesome
<+JohnDPayne> And isn’t that Mists of Rocet expansion great?
<+Bryce> Yes and now I have to adjust to his powers. He also has fire magic.
<+JohnDPayne> That’s another Greg Israel creation.
<+Bryce> Yes it is
<+JohnDPayne> Ooh, very interesting. Mists and fire.
<+JohnDPayne> You going to have fun with flammable gases?
<~Dan> Wouldn’t that be steam? 😀
<+Bryce> Lots of flaming goodness.
<+Bryce> Fire mists bombs to enemy ships
<+JohnDPayne> Don’t count out steam, man.
<+JohnDPayne> Harnessing steam changed this world of ours.
<+JohnDPayne> Ask the Shogun.
<+Bryce> Also we have a goblin alchemist
<+Bryce> So much BOOMING!
<+JohnDPayne> Tell your Goblin Alchemist to holler at me if s/he uses the rules I wrote for TZ7
<+JohnDPayne> Always interested to hear how they play in someone else’s game.
<+JohnDPayne> Howdy, friend!
<~Dan> You mentioned enemies for mages… Does the book feature a bestiary?
<~Dan> (wb, Bryce!)
<+JohnDPayne> It’s deconstructed.
<+JohnDPayne> Although I think we’ll do a Bestiary index in the back.
<+Bryce> yeah i got disconnected
<+JohnDPayne> But Enemies will be distributed throughout the initial 13 chapters as well as the microsettings.
<+Bryce> I can’t wait for my own reasons for this book.
<+JohnDPayne> So for example, Fellbright has Djinns as new enemies
<+JohnDPayne> (Yeah? What reasons?)
<+Bryce> Iconic Mage
<+JohnDPayne> And the chapter on Beastspeakers has Beastwalkers as new enemies.
<+JohnDPayne> You’re *that* Bryce
<+Bryce> Yes sir
<~Dan> What’s Iconic Mage?
<+JohnDPayne> Each of the first 13 chapters of the book will feature an illustration by Nicolas Giacondino
<+JohnDPayne> of a powerful mage built on that Trait
<+JohnDPayne> And we have a pledge tier where a backer can choose to have themselves illustrated as the Iconic Mage
<+JohnDPayne> for some particular chapter
<+JohnDPayne> Bryce is going to be our Teleportation Mage.
<+JohnDPayne> (He can also name the character, give stats, etc.)
<+JohnDPayne> (Which will all go in the book.)
<+Bryce> Oh I didn’t know that
<+JohnDPayne> (We’ll talk!)
<+JohnDPayne> We have a similar pledge tier for illustrations in the microsettings.
<~Dan> A Teleportation Mage? Well, that’s neither here nor there.
<+JohnDPayne> Or … is it?
<+JohnDPayne> No, it’s not.
<+JohnDPayne> Shoot, where did he go?
<+Bryce> I have Fireball. You silly mage I have the whole Universe!
<~Dan> Heh. 🙂
<+JohnDPayne> So, back to the idea of Enemies appropriate to the mages.
<+JohnDPayne> Beastwalkers are animals that have been turned into the form of sapients.
<+JohnDPayne> (No, no, no. It was an AWESOME detour. Glad we went there.)
<+JohnDPayne> And in one of our microsettings, these uplifted animals have come to hate (and hunt) the mages that changed them.
<~Dan> That sounds cool. Some Island of Dr. Moreau action.
<+JohnDPayne> In the Psionics chapter, we have Psycogs, creatures native to the Astral plane that are naturally gifted in Psionic combat and also have natural Psionic defenses.
<+JohnDPayne> In the Archmages chapter, where we have a new Magical Discipline that lets you animate objects, we have a BUNCH of Enemies that are animated objects or magical constructs.
<+JohnDPayne> We try to look for natural feedback loops.
<+JohnDPayne> If the magic does this, then what? How could that come back and bite the mages in the behind?
<~Dan> So you basically created a book full of reasons not to be a magician? 😀
<+Bryce> Power has a price
<+JohnDPayne> A book full of reasons to stay ahead of the curve
* ~Dan nods
<+JohnDPayne> Just got to increase your magical power fast enough to punch back harder
<~Dan> Yup. 🙂
<+JohnDPayne> But it’s all up to you and your GM
<+Bryce> As a wizard you should always be steps ahead.
<+JohnDPayne> Like Harry Dresden
<+JohnDPayne> Or Wile E. Coyote, Sooper Genius
<+JohnDPayne> You just have to know that there are others who are steps ahead of you.
<~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
<+JohnDPayne> Sometimes a lot of steps.
<+JohnDPayne> Well, I’m pretty jazzed about these cards
<+JohnDPayne> We’ll be sending out an update to backers about them.
<+JohnDPayne> But in short, they work as spell cards
<~Dan> (Welcome to #randomworlds, Roe26!)
<+JohnDPayne> You know, use them as a reference. Or as a random spell generator, etc.
<~Dan> That’s cool.
<+JohnDPayne> What does this trap do? What does the Orc Warlock cast?
<+JohnDPayne> But ALSO they work as regular playing cards
<~Dan> (“Well, crap. This trap casts Heal.”)
<+JohnDPayne> (“And not on us. Oh crap. What else is in this room?”)
<+Bryce> Nope can’t wait to talk about the details and such.
<+JohnDPayne> Because we’ve got 52 cards, divided into 4 unique custom suits
<+JohnDPayne> so you can play poker, go fish, Spades, whatever
<+JohnDPayne> BUT ALSO ALSO
<+JohnDPayne> we have a number of totally new card games that you can only play with these cards because they use both the playing card stuff and the spell stuff
<+Bryce> how do you add the cards
<+JohnDPayne> Just tack on $5
<+JohnDPayne> for each deck
<+JohnDPayne> So one game is Catacombs, where you match cards in horizontal rows by number runs
<~Dan> That’s pretty sweet.
<+Bryce> oh no more awesomeness
<+JohnDPayne> and also in vertical columns by Trait
<+JohnDPayne> so you end up with a kind of griddy looking thing, like a crossword or a bunch of scrabble tiles
<+JohnDPayne> like a dungeon map
<+JohnDPayne> which you just created
<+JohnDPayne> and can play in
<+JohnDPayne> using the spells that are on the cards
<+JohnDPayne> And if all you want to do is play the matching card game, great. It works for that.
<+JohnDPayne> Quick little matching game.
<~Dan> That’s slick. 🙂
<+JohnDPayne> But if you then want to do a dungeon crawl using Tiny Dungeon 2e rules to explore this card-map, GO FOR IT
<+JohnDPayne> This is our whole ethos with the Micronomicon.
<+JohnDPayne> A tool box, full of tools, all of which have multiple applications.
<+JohnDPayne> And all of which are fun to play with. 🙂
<+JohnDPayne> Because that’s what games are about. Having fun, with your friends.
<+JohnDPayne> Rules are neat, but really what we want to do is get past the rules and into the fun.
<~Dan> So what’s next for you after Micronomicon?
<+Bryce> That why I use Tiny 2e faster play more stroy
<+JohnDPayne> Well, I’ve got a couple of novels to finish this year, and three or four short stories for anthologies I’ve been invited to contribute to.
<~Dan> (wb, BLyon!)
<~Dan> No more RPG work on tap?
<+JohnDPayne> And I have some ideas for Tiny Trove expansions or adventure
<+JohnDPayne> But until I get the Micronomicon into backers’ hands, all my game writing goes there.
<+JohnDPayne> That’s priority one.
<+BLyon> Thanks! Good to be back.
<+JohnDPayne> After that, oh, I will have fun. 🙂
<+JohnDPayne> (Deep Dive was just the beginning!)
<~Dan> Thanks very much for joining us, JohnDPayne!
<+JohnDPayne> THANK YOU
<+JohnDPayne> for true
<~Dan> I hope you will continue hanging out with us regularly. 🙂
<+Bryce> Thank you sir
<+JohnDPayne> That is the plan.
<+JohnDPayne> This is a great place to find interesting conversations about games
<~Dan> Obligatory self-promo bit: If you’ve enjoyed this Q&A and would like to treat me to a coffee or two, you can do so at (Link: https://www.ko-fi.com/gmshoe)https://www.ko-fi.com/gmshoe
<+JohnDPayne> And a million other things
<+JohnDPayne> Thanks again, Dan, for providing the space for this Q&A.
<+JohnDPayne> It’s been great to be here.
<~Dan> Now, if you’ll give me just a minute here, I’ll get the log posted and link you!
<+JohnDPayne> And thanks to all the people who asked questions, or lurked, or will be reading later.
<~Dan> Absolutely, JohnDPayne! My pleasure.