<+JC_Thompson> I’m JC Thompson, owner of Twitchy Butcher Studios.
<+JC_Thompson> My game is called Gods and Masters. G&M is an urban guerrilla fantasy game for the Savage Worlds system.
<+JC_Thompson> It focuses on partisan conflict in a major city, and most of the missions center around unconventional conflict between three playable factions.
<+JC_Thompson> We are on Kickstarter right now. We have 80 percent funding and 12 days left to go.
<~Dan> Thanks, JC_Thompson! The floor is open to questions!
<~Dan> Aside from the guerrilla warfare aspect, how conventional is this fantasy setting?
<+JC_Thompson> There are no elves, dwarves, knights, or any of that sort of thing.
<+JC_Thompson> Not that there is anything wrong with that sort of fantasy, but I feel like other people have done it better than I ever could.
<~Dan> I see… How would you describe the setting, then?
<+JC_Thompson> Well, in terms of the feel of the game, it’s more Vietnam War or Battle of Fallujah than Middle Earth.
<+JC_Thompson> Location is a major city surrounded by dense jungles and mountains. There’s no pastoral European villages. The wilds are extremely dangerous, and filled with savage reptilian creatures that have gone extinct elsewhere.
<+JC_Thompson> Tech level is what I’m calling post-Roman or post-Renaissance. Imagine if the Roman Empire never fell, or if Europeans never figured out gunpowder.
<+JC_Thompson> Oh yes.
<+JC_Thompson> Among other things. One of my favorites is a critter called an ironside snake. Basically a 40 foot constrictor covered in hard bony plates, that ambushes anyone who gets close to the water.
<+JC_Thompson> The rural communities are isolated and pretty well fortified. Travelers sleep in hammocks in the trees. You don’t want to be on the jungle floor after dark.
<+JC_Thompson> There are a few adventures that deal with the wilds, but it is mostly an urban game.
<~Dan> (By the way, my apologies: I had it in my head that I’d told you 8:30, but I just noticed that I’d told you 8:00. 😦 )
<+JC_Thompson> I was wondering about that. It’s no problem.
<+polyhedral> Do you see PCs who are not in the same faction as being able to collaborate towards a goal in a party, or are the divisions too deep?
<+JC_Thompson> It depends on the individuals in question. There are certainly some people in any of the groups who might be willing to form a temporary alliance, but you won’t see any large-scale coordination.
<~Dan> What are these factions?
<+JC_Thompson> You essentially have an authoritarian empire that has just conquered the region, enforcing martial law with draconian policies, a rebel group determined to liberate their homeland no matter what that entails, and a human-supremacist vampiric cult.
<~Dan> Can you say a bit more about that last faction? I’m having a hard time parsing that.
<+JC_Thompson> From a game play standpoint, they all handle very differently. Each faction has what I’m calling Advantages and Disadvantages. They are like Edges and Hindrances, but apply to everyone in that group.
<+JC_Thompson> For example, the shadow army has a nice black market discount on weapons, while the Empire has the power of the law on their side.
<+JC_Thompson> Each faction also has its own Edges, Hindrances, gear, and Arcane Background.
<+JC_Thompson> The Empire has light magic, the shadow army has necromancy, and the cult has black magic.
<+JC_Thompson> My Savage Tales are written with one of the factions as the antagonist, and plot hooks to get the other two involved. The faction you pick changes play style and outcome a great deal.
<+JC_Thompson> Sorry, just saw that.
<+JC_Thompson> You mean the human supremacist vampiric cult?
<+polyhedral> Yeah, I am also confused by that — intrigued, like a “cow-supremacist steak-eating cult” — but confused
<+JC_Thompson> There are two species in play here. Humans and anir, which are reptilian humanoids with elemental immunities, a venomus sting, and very long life. Approximately 500 years.
<+JC_Thompson> Humans are not equal in practice.
<+JC_Thompson> When a position of authority opens up in the Empire, the Empress has a choice. She can give it to a human, who may serve loyally for 20 years, or she could give it to an anir, who can do the same for 400.
<+JC_Thompson> In some countries, humans are slaves, although explored that too much in the core setting.
<+JC_Thompson> But suffice it to say a lot of humans are unhappy with their position.
<+JC_Thompson> Then a few centuries ago, this disease comes along that gives humans immortality, and all these new powers, immunities and abilities.
<+JC_Thompson> It doesn’t affect anir in any way.
<+JC_Thompson> So some humans have seen the Corruption (that’s the disease that ultimately leads to vampirism) as a means of righting old wrongs.
<+JC_Thompson> It levels the playing field, so to speak.
<+JC_Thompson> Of course, humans are also the only acceptable food source for vampires.
<+JC_Thompson> So humans are typically either the major proponents of this religion, or the most die-hard of enemies.
<+JC_Thompson> Does that make sense?
<+polyhedral> Yeah! I dig that! It’s a neat twist
<~Dan> It does, thanks. Very interesting.
<~Dan> So are there non-vampire cultists who are willing victims?
<+JC_Thompson> The Church of Leshnah (that’s the cult) is all about seeing how far players are willing to go in the pursuit of power.
<+JC_Thompson> After they get bitten enough times, it usually passes to them.
<+JC_Thompson> They are also more than happy to abduct people off the streets.
<~Dan> Can vampires be PCs?
<+JC_Thompson> Absolutely. Although I wouldn’t recommend it for a Novice level character.
<+JC_Thompson> There are two stages.
<+JC_Thompson> The first is called the Corruption.
<+JC_Thompson> With the Corruption, you still age, but it takes centuries. You don’t need to drink human blood very frequently, and you get access to several abilities. However, all your special powers fade in the sunlight.
<+JC_Thompson> If you die while Corrupted (unless its a blow to the brain or heart), you rise as a proper vampire. Vampires get more strengths, immunities, and abilities. However, they burst into flame in sunlight, and must drink human blood frequently.
<+JC_Thompson> When I was designing this, I wanted to reconcile some of the different forms of vampire.
<+JC_Thompson> Like if you look at the original Dracula, he wasn’t totally vulnerable to light.
<~Dan> I can see that. Cool.
<+JC_Thompson> The Corruption captures the feel of some of the more classical types of vampire, while true vampirism is more reflecive of the modern tropes.
* ~Dan nods
<+JC_Thompson> If you start as a true vampire, you’ll have a hard time.
<~Dan> So the vampires want humans to be supreme even as they use them as a food source?
<+JC_Thompson> It’s best to make the jump after you have some lackeys and thralls.
<+JC_Thompson> They think the followers of their religion should be the supreme humans, while the rest can be their food.
<+JC_Thompson> And they want to drive anir extinct.
<+JC_Thompson> A lot of the most fanatical members grew up in places where human slavery is still practiced.
<+JC_Thompson> They’ve become the monsters they hoped to defeat.
<~Dan> Are the rebels a mix of anir and humans?
<+JC_Thompson> Yes. They all come from a common culture.
<+JC_Thompson> They are mountain people. Until their conquest five years ago, they never had a ruler.
<+JC_Thompson> They held together because of their common spiritual traditions (like necromancy).
<+JC_Thompson> And they didn’t fight each other much because they were busy raiding and burning the Flatlands.
<+JC_Thompson> That’s what they call everywhere that isn’t their home.
<+JC_Thompson> If I had to describe their tactics, I would say they are somewhere between the vikings and Iroquois.
<~Dan> None of these factions sound particularly pleasant. 🙂
<+JC_Thompson> They all have their bad people.
<+JC_Thompson> But they are also the only place with any true freedom.
<+JC_Thompson> And they currently present the only real alternative to the Gronman Empire’s way of doing things.
<+JC_Thompson> I like conflicts that are ambiguous.
<~Dan> Sure. I can see the appeal.
<+JC_Thompson> Each side has some things going for them, and each side has it’s heroes. But there is no one faction that is clearly good.
* ~Dan nods
<~Dan> So I can see why the rebels and the vampires would be using guerrilla tactics. Why does the Empire use such tactics, though?
<+JC_Thompson> The Gronman Empire is not the most pleasant place to live now, but you should see some of the other countries. The Emperor is trying to unify the world, and he can worry about making everything fair a little later.
<+JC_Thompson> They don’t fight like that.
<+JC_Thompson> But they are on the receiving end of it.
<~Dan> Ah, I see.
<+JC_Thompson> If you play an imperial character, you have to follow the law, announce your presence, and things like that.
<+JC_Thompson> But you are fighting people who are willing to do just about anything to beat you.
<+JC_Thompson> I published a free JumpStart this year that features some imperial pregens. They are tasked with taking down an illegal arms merchant.
<+JC_Thompson> The guys you are fighting use every trick in the book.
<+JC_Thompson> The house is loaded with traps, and they are doing everything they can to avoid getting into a fair fight with you.
<~Dan> That does sound challenging.
<+JC_Thompson> One theme of the imperial faction is that as the war goes on, they are increasingly more willing to fight dirty.
<+JC_Thompson> War has caused them to start abandoning the things that they originally stood for.
<+JC_Thompson> I don’t want to give too much away, but I have a plan for an adventure down the road that includes some imperial black ops.
<~Dan> (Howdy, Akyla!)
<~Dan> So it sounds like this is the start of a game line for you.
<+JC_Thompson> We shall see. I have a lot that I’d love to do, but it depends on the reception I get with the core setting.
<+JC_Thompson> A few things will be coming out regardless.
<+JC_Thompson> I just published my second adventure yesterday.
<+JC_Thompson> And I have three more one-sheets written by a guest author, that should release in a month or two.
<~Dan> Very nice.
<+JC_Thompson> But even as a standalone product, G&M will give you a lot to work with.
<~Dan> Sounds that way.
<+JC_Thompson> It currently includes 10 adventures, and a robust adventure generator.
<~Dan> Wow! That’s pretty impressive.
<+JC_Thompson> Also, a lot of the mechanics of the game would be right at home in any fantasy setting.
<+JC_Thompson> It is important to me to make a book with a lot of content for people who are uninterested in the setting.
<~Dan> What are some of the tweaks to Savage Worlds that you introduce?
<+JC_Thompson> I know a lot of savages are interested in books that they can cannibalize for their own stuff.
<+JC_Thompson> Let’s see…
<+JC_Thompson> I redo most of the magic.
<+JC_Thompson> How familiar are you with the SWADE updates?
<~Dan> I am not, although seems like I’ve heard the name before…
<~Dan> What does it stand for?
<+JC_Thompson> That’s the Savage Worlds Adventure Edition.
<+JC_Thompson> Kickstarted last year. It has finally been hitting shelves this month.
<~Dan> Ah, right.
<+JC_Thompson> Anyway, they made magic very generic in that version. Not that it’s a bad thing.
* ~Dan nods
<~Dan> Savage Worlds magic has always been pretty generic, hasn’t it?
<+JC_Thompson> But I wanted to do elemental magic. And I didn’t see the point of having different elements if they all work the same way.
* ~Dan nods
<+JC_Thompson> Yeah, but now it’s a lot moreso.
<~Dan> Ah, I see.
<+JC_Thompson> So I have seven elements, and each of them modifies your powers significantly.
<~Dan> What are the elements?
<+JC_Thompson> Each element has some trappings that you can pay for, with give you unique bonuses. But I also added some trappings that are free, and applied to every power. They provide advantages and disadvantages, depending on the situation.
<+JC_Thompson> Earth, acid, water, ice, wind, lightning, and fire.
<+JC_Thompson> Light, dark, and necromancy have their own power modifiers as well.
<+JC_Thompson> Occult magic works its own way, too.
<+JC_Thompson> Traditionally, Savage Worlds games have used sins as their mechanic for religious magic.
<+JC_Thompson> You pic a god, who gives a list of sins for you to follow. Some are more important than others.
<+JC_Thompson> If you sin, you could get a casting penalty, or lose your powers, depending on the severity.
* ~Dan nods
<+JC_Thompson> I changed that for occult magic.
<~Dan> How so?
<+JC_Thompson> The Gods of Shadow don’t really care about morality. They care about devotion.
<+JC_Thompson> Each god gives you three sacrifices. One must be made every week, one every fortnight, and one every month.
<+JC_Thompson> The weekly ones are more time commitments than anything.
<+JC_Thompson> The monthly are almost all some sort of ritual sacrifice.
<+JC_Thompson> You can start worshiping other gods, who will give you more power points plus some other bonus, but then you are responsible for their sacrifices as well.
<+JC_Thompson> You can get a lot more power than the other schools of magic, but you have to earn it.
<+JC_Thompson> The final thing you can take to boost your occult power is one of my favorite Edges. It’s called Embrace the Darkness.
<+JC_Thompson> It doubles your power points, but in exchange, every sacrifice must be made every week.
<+JC_Thompson> There’s essentially no way to avoid becoming a serial killer at that point, if you want to keep your powers.
<~Dan> So are all the gods evil in nature?
<+JC_Thompson> Not entirely. They just don’t care about mortal morality.
<+JC_Thompson> They are the Gods of Shadow, not darkness.
<+JC_Thompson> Shadow is light and dark.
<+JC_Thompson> They each embody two opposite characteristics.
<+JC_Thompson> Creation and destruction, life and death, pleasure and pain, fear and courage. Things like that.
<+JC_Thompson> The imperial gods are more standard.
<+JC_Thompson> But they don’t offer quite the same level of power.
<+JC_Thompson> Their religion is less of a commitment. Their holy magic follows the old sinning rules.
<+JC_Thompson> According to the old creation myths, the gods first split because the gods of shadow started creating difficulties for mortals.
<+JC_Thompson> They formed creatures and hazards that made life harder, but also more rewarding.
<~Dan> Like what?
<+JC_Thompson> Challenges to be overcome, as it were.
<+JC_Thompson> Like predatory creatures with useful components. Or venomous plants with medicinal properties.
<~Dan> Ah, I see.
<+JC_Thompson> Or knowledge that leads to enlightenment, but also causes you to question the world around you.
<+JC_Thompson> Power, but at a cost.
<+JC_Thompson> That’s kinda their MO, and I wanted their magic to reflect it.
<~Dan> That’s cool.
<~Dan> So are there gods of Darkness?
<+JC_Thompson> I mean, it’s debatable if there are actually any gods at all. The rebels don’t seem to think there are.
<+JC_Thompson> I plan on leaving that open-ended, too.
<+JC_Thompson> But do people worship gods of darkness? No.
<+JC_Thompson> The gods of shadow can get grim enough on their own.
* ~Dan nods
<+JC_Thompson> I honestly don’t know how I’d be able to top them anyway. Their followers can already get pretty depraved.
<~Dan> Yeah, I can see that.
<~Dan> So where do the rebels think Occult power comes from, if they don’t believe in gods?
<+JC_Thompson> Well, their necromancy isn’t rooted in belief in gods.
<+JC_Thompson> Neither is elemental magic.
<+JC_Thompson> They think it comes from a mis-attributed power source.
<+JC_Thompson> Perhaps all the blood that they spill.
* ~Dan nods
<+JC_Thompson> Could be that faith itself is the source of the power.
<+JC_Thompson> Some of the rebels do believe in gods, but think that they should be destroyed.
<~Dan> Are there any spiritual beings like demons around?
<+JC_Thompson> No, none of that.
<+JC_Thompson> However, there are some strange monsters.
<+JC_Thompson> In the most remote regions of the world, there are Celestial ruins.
<+JC_Thompson> Supposedly they were built by the gods themselves.
<+JC_Thompson> They blur the line between magic and technology.
<+JC_Thompson> And they are crawling with things that some people call demons.
<+JC_Thompson> But if you’re talking about the forked tongue, cloven hoofs kinda demon that can be summoned, then no.
<~Dan> Does the game even deal with Celestial ruins, or is that more like flavor text?
<+JC_Thompson> The shadow army faction has some gear choices.
<+JC_Thompson> You can get weapons and armor forged from Celestial metals.
<+JC_Thompson> Of some of the major NPCs wield Celestial artifacts.
<+JC_Thompson> And one of my stretch goals is a romp in the ruins.
<~Dan> What sorts of things can the Celestial artifacts do?
<+JC_Thompson> There is some tech there that could turn the tide of the war.
<+JC_Thompson> Want some examples?
<+JC_Thompson> One of my favorites I’ve been playing with is called a God’s Eye.
<+JC_Thompson> It’s a black eyeball. You place it in an empty socket and it will implant itself.
<+JC_Thompson> Or you can put it up to your eyeball, and the God’s Eye will devour it. It’ll be pure agony for a few hours.
<+JC_Thompson> Essentially, it allows you to see in several spectra not normally accessible to mortals.
<+JC_Thompson> They are also quite durable. People with God’s Eyes usually pass them to their next of kin after death.
<+JC_Thompson> That one is coming up in an adventure I’m working on now.
<+JC_Thompson> There are weapons with elemental effects. There is an elemental knife called a hell fang, which can grow up to a greatsword if you wish it.
<+JC_Thompson> A lot of prosthetics similar to God’s Eyes can be found. And the more useful they are, the greater chance that something could go wrong.
<+JC_Thompson> A lot of the really good stuff is so advanced that no one really knows how to make use of it.
<~Dan> How much of that stuff is floating around the city?
<+JC_Thompson> There used to be a lot more of it.
<+JC_Thompson> When the Empire conquered the city five years ago, they also closed the border to keep raiders from slipping through.
<+JC_Thompson> Most of the really good stuff is in the mountains still.
<+JC_Thompson> As a regular player, you are most likely to see traces of the Celestial materials being used in alchemy.
<+JC_Thompson> That’s the very last arcane background I included.
<+JC_Thompson> We already put out the beta player’s guide to most backers, sans alchemy.
<+JC_Thompson> We were originally planning on just listing a bunch of potions, but several people requested a mechanic, so we are putting one in.
<~Dan> What sorts of things can alchemy accomplish that other forms of magic can’t?
<+JC_Thompson> I think people will be happy with the direction we decided to take it in.
<+JC_Thompson> Well, you have access to all the elements right away.
<+JC_Thompson> Mages start with one, and can pick up another with an Edge.
<~Dan> (Howdy, GrimmgardTodd!)
<+JC_Thompson> Since each element has its own specialties, you get a lot more flexibility.
<+JC_Thompson> Since they are potions, you also don’t need to use them yourself. You don’t even need to be present.
<+JC_Thompson> The downside is they aren’t cheap. Still cheaper than buying them off the shelf, but you have to afford ingredients.
<+JC_Thompson> And you are supposed to have a lab.
<~Dan> (GrimmgardTodd: (Link: https://www.kickstarter.com/projects/godsandmasters/gods-and-masters)https://www.kickstarter.com/projects/godsandmasters/gods-and-masters )
<+JC_Thompson> If you don’t want to spend much money, or don’t have proper lab access, you can cut corners. But it might explode in your face.
<+JC_Thompson> Likewise, there are ways to boost your rolls, like cooking for longer, or using more expensive ingredients. There are a lot of variable you can adjust, depending on your financial and time requirements.
<~Dan> Is this all unique to your game?
<~Dan> Regarding alchemy, I mean.
<~Dan> Very nice.
<+JC_Thompson> There was an alchemy system in the old Savage Worlds edition, but it worked very differently.
* ~Dan nods
<+JC_Thompson> If anyone has done a new SWADE alchemy system, I’m not aware of it.
<+JC_Thompson> As far a unique mechanics, there are two more I’m quite proud of.
<~Dan> Oh? Do tell! 🙂
<+JC_Thompson> One is Interrogation.
<+JC_Thompson> Interrogation is exactly what it sounds like. It’s a mechanic for extracting information, or withholding info from captors.
<+JC_Thompson> The captor typically has the advantage, but there is one mechanic that keeps the intel from being 100 percent reliable.
<+JC_Thompson> You might get 75 percent of the facts right. But if you are planning your mission, that incorrect 25 percent can be a big deal.
<+JC_Thompson> It’s also pretty fast. I don’t like mechanics that slow down a game too much.
<+JC_Thompson> My favorite mechanic is called Dramatic Stealth.
<+JC_Thompson> That one could be useful in any SW game with stealth, regardless of genre.
<+JC_Thompson> It’s a mechanic for infiltration, assassination, and theft.
<+JC_Thompson> It is perfect for any Metal Gear style games.
<+JC_Thompson> Dramatic Stealth is run like a normal combat, but with one added layer.
<+JC_Thompson> It also isn’t dependent on the whole team being stealthy.
<+JC_Thompson> If one player crit fails on the first round, the rest can still plausibly stay hidden.
<+JC_Thompson> I’ve play tested that mechanic with several settings, and it seems to hold up pretty well in any of them.
<~Dan> How does it differ from “regular” stealth?
<+JC_Thompson> Regular stealth is just you make a roll, or an opposed roll.
<+JC_Thompson> It is very simple pass/fail.
<+JC_Thompson> Dramatic Stealth is really designed for a game mat, although there is no requirement.
<+JC_Thompson> As you continue to fail, the guards rise through escalating levels of alertness, until they finally find you.
<+JC_Thompson> Then combat proceeds normally for you.
<+JC_Thompson> But if your allies still haven’t been seen, they can still sneak around and attack from the shadows, while you are taking the beating.
<+JC_Thompson> Their behavior also changes as they become more alert.
<~Dan> That’s pretty cool. 🙂
<+JC_Thompson> When one of the players has been seen, it will definitely make things harder for everyone else. But truly sneaky characters can still do a lot of damage at low risk.
* ~Dan nods
<+JC_Thompson> It also makes stealth more tactical.
<~Dan> I can see that.
<~Dan> (Pardon the pun.)
<+JC_Thompson> You might need to give a moment of consideration to exactly how and where you are hiding.
<+JC_Thompson> You are excused.
<+GrimmgardTodd> Where you can basically hear the action-movie music accelerating and the camera being more handheld as you are trying to hurry before even more guards are called…
<+JC_Thompson> Yeah, that happens a bit.
<+GrimmgardTodd> Dramatic Stealth™
<~Dan> You mentioned the monsters in the setting earlier. How extensive is your bestiary?
<+JC_Thompson> So if you strike an enemy in Dramatic Stealth and don’t kill them, you have until the next turn to finish them before they can scream.
<+JC_Thompson> It gets real tense when that happens.
<+JC_Thompson> *their next turn
<+JC_Thompson> As for the bestiary, let’s see…
<+JC_Thompson> I’m counting now.
<+JC_Thompson> There are 12 critters. 16 if you count the beast mounts.
<+JC_Thompson> As I said, it is mostly an urban game.
<~Dan> Right, right.
<+JC_Thompson> The creatures detailed are all either useful as beasts of burden, particularly dangerous, or notable for their weirdness.
<+JC_Thompson> One of my favorites is the caustopod.
<~Dan> What’s that?
<+JC_Thompson> The city of Dokaro doesn’t really have rats.
<~Dan> A caustic octopus?
<+JC_Thompson> Caustopods are slugs about the size of a large rat or small cat.
<+JC_Thompson> They dissolve organic matter with acidic secretions, and have a tendency to swarm.
<+JC_Thompson> They won’t prey on healthy adults. But if you are wounded and bleeding in the forests or the sewers, they will make their presence known.
<+JC_Thompson> One of my guest-authored Savage Tales is an investigation into several caustopod-related deaths.
<~Dan> “Looks like he took three slugs to the gut.”
<+JC_Thompson> I tried not to rehash too many creatures in my bestiary. If I included it, it’s because I did something a little different.
<+JC_Thompson> There are a ton of NPCs, though.
<+JC_Thompson> That’s what I emphasized more in an urban game.
<~Dan> Oh, I meant to ask earlier regarding the tech level: Is bronze, iron, or steel weaponry the standard?
* ~Dan nods
<+JC_Thompson> Crossbows are more sophisticated than they were through most of history.
<+JC_Thompson> Repeaters, arbalests, bow-pistols.
<+JC_Thompson> There’s a siege bow that shoots a fan of darts in a cone template. Designed for war in the trenches.
<~Dan> Makes sense, given the lack of gunpowder.
<+JC_Thompson> Lots of ballistae for artillery.
* ~Dan nods
<+JC_Thompson> The shadow warriors have a cannister bolt. It’s a crossbow bolt with a chamber for holding a potion.
<+JC_Thompson> If you want to lob a ball of fire or lightning long distance, that’s the way to do it.
<~Dan> Cool. 🙂
<+JC_Thompson> You can also get creative with it’s applications.
<~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
<+JC_Thompson> One last thing is a reputation mechanic.
<+JC_Thompson> Depending on how well or poorly you complete your missions, you get a rating from the GM.
<+JC_Thompson> If your party’s reputation stays high, you get a lot of social benefits. Gear discounts, lackeys, sidekicks, things of that nature.
<+JC_Thompson> The downside is that the other factions will also take note of you.
<+JC_Thompson> If your reputation is low, enemies won’t trouble themselves with you as much. But you suffer penalties in your faction.
<~Dan> That’s pretty slick.
<+JC_Thompson> Starts out with things like expensive gear, and mercs won’t work for you. But as you rise in rank, the penalties escalate.
<+JC_Thompson> People start thinking you aren’t incompetent, but actively undermining The Cause.
<+JC_Thompson> Depending on the faction, they may force you into retirement, or actually put bounties on your heads.
<~Dan> So you can suck so bad, your allies want you dead? 😀
<+VictorC> I roleplay to get away from my real-life troubls.
<~Dan> Heh. Nice. 🙂
<~Dan> Thanks very much for joining us, JC_Thompson!
<+JC_Thompson> Thanks for having me!
<+JC_Thompson> Mind if I do a short plug?
<~Dan> As always, 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://ko-fi.com/gmshoe)https://ko-fi.com/gmshoe . Anything’s appreciated!
<~Dan> JC_Thompson: Sure! I just did. 😉
<+JC_Thompson> My setting is on Kickstarter now, for the next few days. But if you just want to check out the setting, I made a free JumpStart with seven imperial pregens. You can get it on DriveThru here: (Link: https://www.drivethrurpg.com/product/246036/Gods-and-Masters-Jumpstart)https://www.drivethrurpg.com/product/246036/Gods-and-Masters-Jumpstart
<+JC_Thompson> And if you back my campaign with $10 or more, I’ll send you the beta Player’s Guide.
<+JC_Thompson> (Link: https://www.kickstarter.com/projects/godsandmasters/gods-and-masters)https://www.kickstarter.com/projects/godsandmasters/gods-and-masters
<+JC_Thompson> Thanks again!
<~Dan> You’re very welcome!
<~Dan> If you’ll give me just a minute, I’ll get the log posted and link you. 🙂