<+Matt_Corrin> A bit about myself.
<+Matt_Corrin> profession when I started designing video games at Epiphany Games in Sydney Australia, back in 2005.
<+eezo> forgive me for babbling, I will be quiet now 🙂
<+Matt_Corrin> No worries.
<+Matt_Corrin> Last year Morgan and I decided that the table-top RPG we had been designing for our own RPG group was good enough that other people might like it, so we set about getting the game ready to publish. We’ve been working on this game and game system for over ten years and it has gone through several iterations. We believe the current incarnation of the
<+Matt_Corrin> Dark Stars rules has the best balance between, realism, playability and player agency that we can come up with.
<+Matt_Corrin> Morgan LEan is my co-author. He wrote most of the setting and I did the game mechanics.
<+Matt_Corrin> Morgan and I have been in the same RPG group for 29 years, and we have been workign together in games for the last 15.
<~Dan> Thanks, Matt_Corrin! The floor is open to questions!
<+Matt_Corrin> I suppose I should add some background on what typoe of game Dark Stars is?
<~Dan> Certainly! I was just about to ask about that. 🙂
<+Matt_Corrin> Think Cyberpunk themes but set in a space-faring sci-fi universe.
<~Dan> How does that manifest in the setting?
<+Matt_Corrin> So humanity has gone to the stars using stolen alien technology, coloinising the Solar system first and then other star systems. In this kind of environment governments find themselves superceded by corporations that span multiple star systems and control fleets of ships.
<+Matt_Corrin> The corporations are responsible for all manufacturing and food prodcution, so almost all of humanity has to deal with the corporations.
<+Matt_Corrin> That’s where the Cyberpunk themes come in.
<~Dan> I see… Is there a frontier free from corporate influence, or are the corps basically omnipresent?
<+Matt_Corrin> Still, corporate run capitalist empires are not the only option. There is a post-human society called the Collective.
<+Matt_Corrin> They are ruled by collective decisions, and they accept Artificial Intelligence as equal to human intelligence
<+Matt_Corrin> So AI citizebs take part in the collective as well.
<+Matt_Corrin> The downside to this collective is that in order to join you must have a piece of hardware called a C-link put in your brain,
<+Matt_Corrin> The C-link gives faster than light network communications to all members of the collective, so that all decisoins and policies that affect the Collective are democratically decided by the collective.
<+Matt_Corrin> but some humans find the idea of putting the c-link kin your brain and becoming part ofthe collective to be anathema.
<~Dan> Yeah, that’s kind of creepy.
<~Dan> What are relations like between the Collective and the corps?
<+Matt_Corrin> There is no free-frontier as such, because all colonisation is done by the corporations. So if you think of Aliens with the Weyland Yutani Corporation establishing colonies, it’s like that.
<+Matt_Corrin> Corporations don’t like the collective, because to the collective copyrights and patents are meaningless. All information is shared by the collective.
<+GenoFoxx> does the c-link allow for easier or better vehicle control?
<+Matt_Corrin> It does if your vehicle is equipped for it. Usually a C-link allows almost seamless integration with an AI controller. This makes control easier and more responsive.
<+Matt_Corrin> The rest of Human space has neural link technology but they lack the FTL comm ability of the collective and they don’t trust AI as much.
<+Matt_Corrin> I should also talk about the role of the United Nations in human space.
<&Silverlion> What’s the system like?
<+GenoFoxx> that should make it less creepy, Dan
<+Matt_Corrin> We use a percentage based system. It’s a roll under d100 system where you roll under a skill value on d100 to succeed.
<~Dan> Do you have a character sheet that we can see?
<+Matt_Corrin> On the Dark Stars website there is a character sheet available for download. I will post a link.
<+Matt_Corrin> Actually give me a sec to set up a dropbox link. The website has been set up for the kickstarter and there is a intro scenario there.
<+Matt_Corrin> (Link: https://www.darkstarsuniverse.com/)https://www.darkstarsuniverse.com/
<+Matt_Corrin> (Link: https://www.dropbox.com/sh/s5dr6k6gifoikui/AAB74w3ATYOu2wWuw8E-MC9-a?dl=0)https://www.dropbox.com/sh/s5dr6k6gifoikui/AAB74w3ATYOu2wWuw8E-MC9-a?dl=0
<+Matt_Corrin> So that is a link to an editable pdf
<~Dan> Cool. Giving it a once-over now…
<~Dan> So I see attributes and skills… How do they relate?
<+Matt_Corrin> We try and promote a collaborative approach to the game between the GM and the players. We don’t have explicit actions like Pathfinder for example. We favour a more fluid type of play. The player describes their intended action , in as much cinematic detail as they like, and then the GM adjudicates how that happens.
<+Matt_Corrin> Attributes are used as raw measurement, they then contribute to derived attributes. So your base stats determine Health and you initative and also your skill modifiers.
<+Matt_Corrin> Each category of skills has a modifer derived from your base attributes.
<+Matt_Corrin> So if you see SSB, that is you Social Skill Bonus and is added to all your social skills.
<+Matt_Corrin> This category bonus also defines the target for a critical sucess.
<~Dan> I see… And how do you determine the SSB?
<+Matt_Corrin> If you roll under your skill, it is a success but if you roll under your skill bonus, then is is a critical success.
<+Matt_Corrin> SSB is the average of Attractiveness, Charisma and Empathy.
<~Dan> Cool. What about CSB?
<+Matt_Corrin> Combat Skill Bonus, is the avergae of Dexterity and Self-Control
<+Matt_Corrin> ASB Academic Skills Bonus is the average of Education and Intelligence.
<+Matt_Corrin> MSAB manual skill bonus is the average of Constitution and Strength
<~Dan> That’s an interesting choice re: CSB.
<+Matt_Corrin> PSB is physical skill bonus and is the average of Strenght Dexterity and Constitution.
<+Matt_Corrin> With CSB, a lot of being functional in combat is about keeping your cool, hence using Self-Control as a component.
<~Dan> How are the attributes rated?
<+Matt_Corrin> Primary attributes are 1 to 10.
<~Dan> And yeah, I can see that, re: Self-Control. Just a novel approach, in my experience.
<+Matt_Corrin> With enhancements such as genetic manipulation and cyberware they can go higher than 10.
* ~Dan nods
<+Matt_Corrin> We also have a system of perks and advanced perks.
<&Silverlion> That’s a lot of stats.
<+Matt_Corrin> Perks are bought during character generation by spending your starting skill points.
<~Dan> Ah, so perks and skills come from the same pool of points?
<+Matt_Corrin> Startin sklills are determined by your Education and Intelligence, and can be used to buy perks and add points to your skills before play.
<+Matt_Corrin> We have tried really hard to eliminate the possibility of dump stats.
<~Dan> Can your system handle scores in excess of 100%?
<+Matt_Corrin> Abssolutely, yes. There are modifiers that mean a character witha skill of more than 100% can actually do more, such as perform tasks faster, do multiple tasks at once, aim for specific small targerts.
<+Matt_Corrin> As an example, aiming at someone’s hand or their weapon is -70% to your skill for the roll.
<+Matt_Corrin> So if you want to do trick shots it helps to have a skill over 100%
<~Dan> Cool. I’m not a fan of universal stat caps.
<~Dan> (Howdy, Lee!)
<~Dan> (Lee: (Link: https://www.kickstarter.com/projects/darkstars/dark-stars)https://www.kickstarter.com/projects/darkstars/dark-stars )
<+Matt_Corrin> Dark Stars is also a very gear driven system. So there is all kinds of hi-tech gear to give you bonuses for all kinds of tasks.
<~Dan> How is damage determined?
<+Matt_Corrin> One of the things that GM’s have to keep in mind is that character advancement is through both XP and currency. Give the players too much money and they’re going to start buying tanks and power armour, stuff like that.
<+Matt_Corrin> Damage is a funtion of the weapon you are using. Each weapon has both a damage rating expressed in d6’s and an armour penetration which is an integer.
<+Matt_Corrin> If the armour on the target is higher than the penetration value of the weapon then some damage is dealth to the armour. If the armour is lower than the penetration of the weapon then damage is dealt to the target.
<+Matt_Corrin> We initially (about 7 years ago) had a very realistic system for armour and damage.
<~Dan> So speaking of equipment, you’ve mentioned FTL travel and communications, genetic engineering, cybernetics, and power armor, and I see that energy weapons are on the character sheet. Are there any other tech developments that you’d like to mention?
<+Matt_Corrin> It took into account partial damage even if your armour stopped the attack and made it possible to be stunned when your armour stopped a hit.
<+Matt_Corrin> So with technology, gravity control is a hughe part of the setting
<~Dan> I take it that goes beyond artificial gravity on ships?
<+Matt_Corrin> anti-grav vehicles, anti-grav drives for ships and gravitic plates for artificial gravity in habitats and ships’
<~Dan> Was that from alien tech?
<+Matt_Corrin> Also gravitic lensing allows for focussing of laser weapons without mirrors.
<+Matt_Corrin> Not explicitly from alien tech but alien tech provided the breakthroughs that human scientists needed.
<+Matt_Corrin> One of the issues we have in the real world is that batteries are not good enoguh for all this cool technology, our pwoer sources are bit a lame.
<+Matt_Corrin> So in Dark-Stars, the technology all assumes significant breakthroughs in power production and power supply miniaturisation.
* ~Dan nods
<+Matt_Corrin> I hope my typos aren’t too annoying.
<~Dan> Are the aforementioned aliens still around?
<~Dan> No problem, re: typos. 🙂
<+Matt_Corrin> Yes, there are several aliens that are still around.
<~Dan> Can you describe them?
<+Matt_Corrin> The main alien that humans have intereacted with are an avian race called the Kruth.
<+Matt_Corrin> Since Kruth are more fragile than humans, their culture has evolved a ritualistic approach to conflict resolution and place a high value on honour and individual skill above technologoical advantage.
<+Matt_Corrin> Kruth do not lie, so when they met humans for the first time they were hopelessly outmatched in diplomacy.
<~Dan> Heh. That’s kind of sad. 🙂
<~Dan> (Howdy, GrimmgardTodd!)
<+GrimmgardTodd> (Hey hey!)
<+Matt_Corrin> Inevitably there was war, which the honourable Kruth tried to fight in their traditional manner but humanity used every dirty trick in the book and threatened to bomb their homeworkld and destroy their eggs.
<~Dan> ( GrimmgardTodd: (Link: https://www.kickstarter.com/projects/darkstars/dark-stars)https://www.kickstarter.com/projects/darkstars/dark-stars )
<+Matt_Corrin> Now the Kruth live in poeace with humanity but humanity stole a lot of their technology.
<+Matt_Corrin> On different note , there are the Anubites.
<~Dan> I take it that Humans already had FTL before encountering the Kruth?
<+Matt_Corrin> Are race of canine headed humanoids who are the source of the stories of the god Anubis.
<+Matt_Corrin> Yes, FTL travel came from a derelict spaceship found in the solar system.
<+Matt_Corrin> So the origin story is that humans were created by advanced alien races. The Anubites were a great civilisation when that happened.
<+Matt_Corrin> I don’t want to reveal too much about the origins of humanity in the setting as that will be the subject of a series of adventures we intend to publish.
<+Matt_Corrin> but the role of the anubites that they have taken upon themselves is t be shepherd of less advanced species.
<+Matt_Corrin> When humans encounter them, it is like encountering a god
<+Matt_Corrin> Their technology can warp space, create invincible shields and seems to draw limitless power from nowhere.
<+Matt_Corrin> They are a mysterious boogyman, or Deus Ex Machina if you lie.
<+Matt_Corrin> Then tehre are the Brak, a carnivourous race, much like Orcs in that they live pretty much just to fight and eat.
<~Dan> Did you name them after the Space Ghost character? 🙂
<+Matt_Corrin> We also have Drooge, who are a race of sentient Octopods, who are the favourite food of the Brak.
<+Matt_Corrin> I am not aware of the Space Ghost. Morgan named them so it’s possible. Or it might be a coincidence.
<~Dan> (Link: https://en.wikipedia.org/wiki/Brak_(character))https://en.wikipedia.org/wiki/Brak_(character)
<+Matt_Corrin> hehe, I will have to ask Morgan.
<+Matt_Corrin> That does bring up an interesting point though, there is nothing in Dark Stars that has not been influenced by some other media, if I said otherwise it would be a lie.
<+Matt_Corrin> So people will see elements of other games or movies or books. If you have read Iain M Banks you will note some parralels betwen the Collective and the Culture.
<+Matt_Corrin> We try noit to plagiarise but everything we create is influenced by our experiences.
<~Dan> I haven’t read the Culture novels but am familiar with them second-hand.
<~Dan> What are the corps relations like with the aliens?
<+Matt_Corrin> The collective and the Culture are not the same, but you will be able to see some influence.
<+Matt_Corrin> Where we include real-world elements we approach it in a satirical manner.
<+Matt_Corrin> So you will encounter such coporations as Bepsi and Choke. We have tried to cast a satirical gaze upon corporate culture in the real world
* ~Dan chuckles
<+Matt_Corrin> Relations with the Aliens vay from corporatio to corporation.
<+Matt_Corrin> The Kruth have a chain of store where they sell Kruth merchandise to humans called the Happy AUR stores.
<+Matt_Corrin> but sicne Kruth aklways tell the truth and are honourable they are at a disadvantage when it comes to bargaining wth unscrupulous corporations.
<+Matt_Corrin> AUR is their homeworld.
<~Dan> Ah, I see.
<+Matt_Corrin> Then there are elements that are opposed to aliens. The Anti-Alien League is a group in the Dark Stars setting.
<~Dan> Doesn’t seem like that league would be able to do much about the Anubites.
<+Matt_Corrin> We have made them kind of a cross between the IRA with their political wing, and something like the KKK. The anti-alien league is painted as the bad guys ina satirical way.
<+Matt_Corrin> The Anubites are scary. They are something the GM can keep in their bag of trick s and use them as benefactors aor antagonists.
<~Dan> Speaking of bad guys, I’m assuming that the Brak fill that role as well. Are there any other obvious bad guys?
<+Matt_Corrin> There is also an Anachist movement, and they can be as comical as you like. Think the People’s Front of Judea from Monty Python.
<+Matt_Corrin> The beauty of the Dark Stars universe is that anyone can be a bad guy. There isn’t really any good or evil per se. Corporations can be good guys or bad guys depending the circumstance, sometimes at the same time.
<+Matt_Corrin> The only group that would be considered evil is the Vhril.
<~Dan> The Vhril?
<+Matt_Corrin> I haven’t mentioned the Vhril yet, they are the source of all the Vampire myths.
<~Dan> What sorts of capabilities do they have?
<+Matt_Corrin> The Vhril are a living virus that is a collective organism. They take over human hosts and they drink blood to keep the virus viable.
<+Matt_Corrin> They have telepathic powers and are very resilient.
<+Matt_Corrin> The Vhril virus can function like a nanomachine and repair their host body, given enough blood so they can replicate.
<+Matt_Corrin> It makes them very hard to kill
<+Matt_Corrin> They live for a very long time and they can communicate with other Vhril telepathically.
<+Matt_Corrin> Using the full range of Vhril powers requires the use of the optional Metaphysics rules in the Dark Stars book.
<~Dan> Can you say a bit about those rules?
<+Matt_Corrin> So GM’s can use the MEtaphysics which is essentially a magic system with a sientific jstification.
<+Matt_Corrin> The “magic” works by manipulating the quantum information layer.
<~Dan> What sorts of things can Metaphysics accomplish?
<+Matt_Corrin> One of the theories of quantum mechanics is that informations is indestructible and there is a repository (for want of a better word) where this information exists.
<+Matt_Corrin> This can be used to manipulate reality
<+Matt_Corrin> you can make yourself seem increedibly lucky by slightly altering outcomes of events.
<+Matt_Corrin> Or there are types of manipulation that can essentially shoot lighting by summoning electrical energy from somewhere else in the universe.
<+Matt_Corrin> You can heal people, cure diseases perform all knds of “miracles”
<~Dan> Are psionics a subset of Metaphysics?
<+Matt_Corrin> even teleportation and opening portals in space and time.
<+Matt_Corrin> So we have a telepathy category in metaphysics which would fit the description of psionics.
* ~Dan nods
<+Matt_Corrin> Telepathy is the mind tapping into the quantum information layer on an unconscious level.
<~Dan> Metaphysics seem pretty powerful. What keeps their practitioners from dominating the setting?
<+Matt_Corrin> So you can communicate mind to mind and manipulate others
<+Matt_Corrin> The use of metaphysics temporarily drains your ego stat. So for most species they can perfom very few of these powers before the run out of juice.
<+Matt_Corrin> also practitioners are rare and are often hunted, as withces have been hunted through history.
<~Dan> Is the ability to use Metaphysics trained or inherent?
<+Matt_Corrin> Inherent. A player character can start with metaphysics by choosing the perk at character creation.
<+Matt_Corrin> Then new abilities are gained through experience.
<~Dan> How pricey are Metaphysics compared to other perks?
<+Matt_Corrin> You can always get infected by the Vhril, that will give you telepathy. 🙂
<+Matt_Corrin> The perk to get metaphysics is the most expensive.
* ~Dan chuckles
<+Matt_Corrin> The next most expensive perk is the oine that allows your characetr to be an artificial intelligence.
<+Matt_Corrin> This means that it is possible to back-up your character, but comes with its own set of limitations as well.
<~Dan> Is that how you’d make a robotic character?
<+Matt_Corrin> I played a robot sniper once, now everytime we play any game I get jokes about how I’m going to fit a robot sniper into this game.
<~Dan> Heh. 🙂
<+Matt_Corrin> I only did it once but they won’t leave it alone. 😛
<+Matt_Corrin> Now I have a question to pose to the group if that’s ok/
<+Matt_Corrin> So we are debating what supplement to do for Dark Stars next. We have a equipment supplent with vehicles and power armour and ships. We also have 4 adventures that we are going to publish. but we wnat to know what people would prefer next.
<+Matt_Corrin> So as players and GM of games, which would you like to see produced as a supplement?
<+Matt_Corrin> 1. A book of Alien Races
<+Matt_Corrin> 2.A book on corporations
<+Matt_Corrin> 3. a setting book for different planets
<+Matt_Corrin> 4. a post-apocalyptic setting
<+Matt_Corrin> 5. a hard scifi setting in 21st century
<+Matt_Corrin> 6. Or just more published adventures
<~Dan> Man, tough call there.
<+Lee> I’d go with 3.
<+Lee> 5 would be my 2nd runner up choice.
<~Dan> I’m wishy-washy. I’d be stuck between 1, 3, and 6.
<~Dan> 4 is interesting, but it might be too soon to do an entirely different setting.
<+Lee> Would 1 expand on the races in the core, or be all new races? If all new, tie on 1 and 3.
<+Matt_Corrin> An aliens book would expand on the races in the core book and also add a couple of new one.
<+Lee> That said, 1, 3, and 5 for me.
<+Matt_Corrin> I’d be interested to know if people prefer more setting material so they can write their own adventuures?
<~Dan> Well, I wouldn’t claim to speak for the majority, but I like having lots of adventures.
<+Lee> That’s whay I didn’t opt for 6 – tend to prefer creating my own from the published setting – sort of got used to that with Traveller back in the eighties and never really delved into published adventures after that.
* ~Dan nods
<~Dan> (Howdy, Caladors!)
<+Caladors> Hey once again my dude 🙂
<~Dan> (Caladors = H.G.?)
<+Caladors> Yep 🙂
<~Dan> (Cool. 🙂 )
<+Matt_Corrin> When I was younger I preferrred to write all my own material. Now I run a weekly game and I find that with my working week and doing these games in my spare time, I don’t have enough time to write so much material for my group.
<~Dan> Right there with you, Matt_Corrin.
<+Matt_Corrin> Store bought adventures are a lifesaver for the time-poor GM. 🙂
<+Matt_Corrin> Having said that, ,my grpoup will be here in four hours to start a session zero for a new game.
<~Dan> You mentioned power armor earlier. Are there mechs as well?
<+Caladors> Do you guys really find that? I find that they are often more work due to the fact you have to read through and prepare them
<~Dan> (Here that, GenoFoxx? I asked!)
<~Dan> (Howdy, Akyla!)
<+Matt_Corrin> There are no mechs in our setting but some of the power armour gets pretty large.
<~Dan> Caladors: They do take time to read, but they still save me time.
<~Dan> Caladors: Perhaps they wouldn’t if I were more creative. 😉
<+Caladors> Dan for me it is just the fact that you have to make sure you have all your bases covered and sometimes missing something minor can cause big problems. Where as if you even go off the cuff with your people you have at least been playing with them for awhile so you don’t fall into those traps.
<+Matt_Corrin> Caladors Yes, they do save me time. Often though a poorly written scenario will require some work to be done to make it work so not in every case.
* ~Dan nods to both points
<~Dan> Oh, before I forget, how would you describe space combat in this setting?
<+Matt_Corrin> It’s funny you mention mechs Dan because in four hours I am running a session zero for my regular group to play a Mechwarrior to Dark Stars conversion.
<+Matt_Corrin> If it works out ok I will probably put my conversion up on our website.
<~Dan> You hear that, GenoFoxx?
<~Dan> (GenoFoxx is our resident mecha nut. 😀 )
<~Dan> (I’m not sure if he’s paying attention, sadly.)
<+Caladors> Matt_Corrin whom will you be printing with? This is a major question for me because I have been working on my own game, and had some hick ups but I met with another RPG designer, and he said everyone has their stuff printed in China. However the news may make it so that isn’t the best idea with things going on currently (NOT TRYING TO MAKE ANY
<+Caladors> POLITICAL STATEMENT JUST ASKING)
<+Matt_Corrin> I am a grognard from way back and I love table-op wargaming. Battletech is one of my faves
<~Dan> Heh. You’re fine, Caladors. 🙂
<~Dan> But thank you for your concern. 🙂
<+Matt_Corrin> Caladors We just signed a deal with a distributor to publish our game. As far as I am aware they print all their books in China but I have the same concerns as you.
<+Matt_Corrin> In the small scale you can use print-to order services like the serive Drive Thru RPG offers and we were doing that before we signed this deal.
<~Dan> (Did you see my space combat questions? No worries if you just haven’t gotten to it yet.)
<+Matt_Corrin> I am also a little concerned about the quality oif the Chinese printing, because we want people who buy our book to have a really good quality book that will last a long time. We have written that into the deal we signed with the distributo.
<+Matt_Corrin> Ok, I missed the space combat question sorry.
<~Dan> No problem! I was just wondering how you’d describe space combat in this setting.
<+Caladors> I am hoping I won’t be print to order I have 10 to 20k invested in art already ha ha I thought I would ask because it seems very similar to the situation I foresee for myself
<~Dan> Is it cinematic dogfighting, for example, or more realistic?
<+Matt_Corrin> We did a lot of testing and re-writing with our vehicle combat rules to make them fit into the personal combat so we use the same system and turn sequence for both
<+Matt_Corrin> I cna’s describe combat as realistic because we use anti-gravity drives in the ships but we don’t ignore the laws of physics either. I would say it is somewhere between Star Wars and The Expanse.
<+Caladors> Which side do you lean to? Because there is a wide gulf between those two
<+Matt_Corrin> I personally like realism in my games but in playtesting there was a lot of resistance to realism because the mecha nics involved are more complex. So we have had to make abstract rules that hand-wave a lot of complex physics like dV.
<~Dan> What are the most common starship weapons? Lasers? Missiles?
<+Matt_Corrin> In terms of Dark Stars I would say we have landed right in the middle. The anti-gravity and inertial compensation that comes with gravitic manipulation means that ships can do things that are closer to dsogfighting
<+Matt_Corrin> Lasers and particle weapons are standard, but because they are line of sight weapons, and space is so big, missiles are important for long range engagements.
* ~Dan nods
<+Matt_Corrin> There are also rules for sensors and stealth, so ships can use their ecm to try and hide from the enemy or get closer.
<~Dan> So a bit like submarine combat?
<+Matt_Corrin> Yes but over much greater distances.
* ~Dan nods
<~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
<+Matt_Corrin> I plan to release a table-top miniaturea game in the future to do space combat in the Dark Stars setting. That will be more of a wargame but will dovetail into the RPG.
<~Dan> (And you’re welcome to hang out with us as long as you like, btw.)
<+Matt_Corrin> Just to say to Caladors We are looking at different printing options outside of China just in case.
<~Dan> Standard reminder: 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 . Anything’s appreciated! 🙂
<+Matt_Corrin> If I find anything useful I will come and post it here. So far though it looks like Hong Kong and Canada are the best, but the situation in Hong-Kong may be uncertain in the future.
<~Dan> Oh, I forgot to ask: Did BRP influence your design?
<+Caladors> yeah that is the most known thing however from what I heard there is a lot of shady things happening in the compnay/CCP side of China in the past 8 months or so or perhaps a bit longer
<+Matt_Corrin> Almost certainly.
<+Matt_Corrin> Call of Cthulhu and Runeqest 2nd and 3rd edition are old favouites
<~Dan> Nothing wrong with that. 🙂
<~Dan> Thanks very much for joining us, Matt_Corrin!
<+Matt_Corrin> There is also a lot of CP2020 influence. I am a big fan of Mike Pondssmith’s work.
<~Dan> Please know that you’re always welcome to hang out here with us. 🙂
<+Caladors> I have a question as a fellow designer, why did you decide to go on this mad quest? I mean I think we both know there won’t be made YouTube conventions where girls flock around you, nor will shower you in riches or bring you into the inner scantoms of the rich and powerful.
<+Caladors> So what made you want to do it?
<+Matt_Corrin> Also if there are any fans of fantasy RPG’s we are working on a couple of fantasy games. Legend Quest and Faeries Wear Boots. Coming next year.
<~Dan> (I’ll let you answer Caladors’s question before I log the chat.)
<+Matt_Corrin> Well Caladors, the main driving factor was that the more we played our favourite games the more the flaws or inconsistencies in them got to us. We home-brewed house rules as patches but eventually we wanted a game that suited us. So we made it.
<+Matt_Corrin> Publishing the game was an afterthought.
<+Matt_Corrin> Worj=king in computer game design just gave me more incentive to publish my own games.
<+Matt_Corrin> Now we have our game with it’s own flaws and inconsistencies! 🙂
<~Dan> Nice. 🙂
<+Caladors> ha ha I think every game does
<+Matt_Corrin> You can’t escape it.
<+Caladors> Some more than others…
<+Matt_Corrin> No game is perfect
<+Caladors> 4e cough cough
<~Dan> Matt_Corrin: If you’ll give me just a minute here, I’ll get the log posted and link you.
<+Caladors> ha ha
<~Dan> Feel free to continue chatting in the meantime. 🙂