<+SnSDev-James> Hey everybody! My name is James Morris. I’m a co-developer of the new sci-fi tabletop RPG Swords and Spaceships. My brother and I have been working on this title for the past two years, but that does not mean it is our first creative endeavor. To this point I have published three YA Sci-Fi novels and have released three music albums. I’m super
<+SnSDev-James> pleased to be here tonight with you guys and thank you Dan for having me! Obviously tonight is to talk about Swords and Spaceships, which we’re super excited about. Unfortunately my brother couldn’t be here tonight due to working on a film set. If you want to see some of my other work you can find me on (Link: http://www.JamesMorris.com)www.JamesMorris.com and you can find the
<+SnSDev-James> Kickstarter at (Link: http://kck.st/2P6f2pj)http://kck.st/2P6f2pj . Let’s get this going!
<~Dan> Thanks, SnSDev-James! The floor is open to questions!
<~Dan> The most obvious one being: What is Swords and Spaceships about? 🙂
<+SnSDev-James> Swords and Spaceships is, like I said, a sci-fi tabletop rpg. That being said we know full well that there are a number of options of the same kind. So here’s how we took a unique approach to it. First of all, we wanted to create a sci-fi game that you don’t feel like you have to go back to college for
<+MARK> For the Q&A
<+MARK> The KS looks interesting.
<+SnSDev-James> Second and Third were really where we focused in on. The two central ideas we wanted to encapsulate are firstly the duality of a character. Who are they when onboard a vehicle (spaceship, car, boat) and who are they when they’re on foot with a blaster in hand. The other core idea was the idea of a signature weapon. When you watch a sci fi movie or
<+SnSDev-James> read a book most heroes tend to have their trusty blaster/sword/wand/whatever on their hip the whole way through. We wanted to bring that through instead of how so many tabletop games can result in you swapping out your gear after every fight when you find something better. Instead, we have a smaller number of weapons (6 guns, I think 11 melee
<+SnSDev-James> weapons, and a number of “exotic” weapons) and a list of greater than 50 mods you can utilize to mix and match together your own signature weapon.
<~Dan> Interesting approach!
<+SnSDev-James> These ideas helped us create a fast paced game that wasn’t entirely rules heavy but not so light you’re left without a rudder. Really, Swords and Spaceships is about having a good time where you get to play “your character, your gear” and letting them organically grow and develop
<+SnSDev-James> Thank you!
<~Dan> Is there a setting, or is this meant to be a generic sci-fi game?
<+SnSDev-James> For me, whenever I play a tabletop game I tend to make up my own world to go along with it. Honestly that’s how we began our development process. Only after the urging of our beta testers and other friends did we finally get the picture and decide to make our own lore. Of course it will be totally optional to play within the world(s) that exist
<+SnSDev-James> within that lore but it is an option. We are bringing to you the Gale System, a star system of 7 planets and what I think is a unique way to look at them.
<+SnSDev-James> You see in so many sci fi stories the hyper generalization of worlds such as the Ice planet the forest planet the desert planet, etc. We didn’t want to remove that but found a way to explain it.
<~Dan> Oh? How so?
<~Dan> (Howdy, QTGames!)
<+SnSDev-James> Think of planets like stops along a highway in that travelers (spacefarers) only know so many significant places. For each planet we wanted to put down one or two significant ports. The ecosystem around these ports are how the planets as classified for space travelers. That gives us something not too broad in scope to build but also leaves a lot of
<+SnSDev-James> room for DMs (we call them “Overlords”) and players to create elsewhere on-world with the “Locals” point of view. Consider how much you know about your city compared to how much someone coming to town for the weekend knows about it.
<~Dan> So if the port is in a frigid region, it’s an “ice planet,” even if it’s not really?
<~Dan> (Oh, and QTGames here is one of your fellow authors, and an all-around good guy. 🙂 )
<+SnSDev-James> Correct. We can’t just assume an entire world is a singular thing, but if for the majority of people that come around it is a series of frozen ports/cities they may start to call it an ice planet. That’s exactly what happens with our furthest planet from the sun, Cyl, in the Gale system. Though it’s not entirely frozen, the major ports/cities are.
<+SnSDev-James> Thus, the ice planet
<+SnSDev-James> (Hi QTGames, nice to meet you)
<+QTGames> 🙂 (quietly slipping into a chair trying not to disturb.)
<+QTGames> Hi James!
<+SnSDev-James> This ideology also allows you to build your own planets/cities with ease and not having to consider an entire planets ecosystem
<~Dan> QTGames: Please fire away with any questions! That’s what the Q in Q&A is for, after all. 😉
<+QTGames> I was about to!
<+SnSDev-James> By the way did I miss someone’s question earlier? I could’ve sworn I saw one starting as I was typing
<~Dan> Hmm. Let me scroll back a bit.
<~Dan> Nope, don’t see one.
<+SnSDev-James> Ah nope. It was just Mark saying the Kickstarter looks interesting. Thanks Mark!
<+QTGames> James, with universes being big things, I can see the benefits of setting things up that way. Are there star maps with clearly marked quarantined or otherwise militarily restricted worlds noted, or?
<+QTGames> (Catching up on the Kickstarter now. I glanced at it earlier, but didn’t have time to do much more than that—yet.)
<+SnSDev-James> For our core-game lore we’re only focusing in on the one solar system that we’re looking at like the center of activity for the universe. We have rules that can allow you to consider travel at any scale for each of our vehicle types. As we have the opportunity to write more expansions so too will we be expanding the lore. The problem is just that
<+SnSDev-James> if we didn’t manage the scale then nothing would feel fleshed out enough. I’m still worried about that as is, truth be told
<~Dan> So you have “Swords” in the title. Is there a reason for melee weapons being important in this setting?
<+QTGames> Hm . . . I’ve seen designers take various routes – such as using story to limit the mobility of PCs so that they can only go to worlds that are a bit more fleshed out. And also designers who just give a summary for each world and then leave it up to GMs to flesh out the worlds they allow PCs to go to, and also future setting material to handle.
<+QTGames> I think players at least should be more forgiving for worlds not being fully fleshed out because you could spend your entire life fleshing out a single world, just as it could take an entire life to explore one. So, I wouldn’t be overly concerned about not having enough worlds fleshed out, just that you make sure to support the setting regularly.
<+QTGames> You could always do a source book that gives a page or three to major worlds in a region, then later, if desired, do another regional source book to tackle more planets, providing adventure seeds and extended summaries. Everyone has to start somewhere. No one expects a fully fleshed out universe ever. If anyone does, they are being very unrealistic.
<+SnSDev-James> Haha yes. So obviously in a sci-fi game guns are going to be all the more present, right? We agree. However, who doesn’t like being able to go running up with a sword or a sledgehammer or a power gauntlet? Even more than that the melee weapons have a unique benefit in that they partially bypass the shields that are worn by most every character.
<+SnSDev-James> Also understanding they’re “less significant” right now we want to expand on them with one of our planned expansions that would also introduce magic and mage hunters. Think of it as the fantasy expansion that we’re preparing for. When we first started building the game we wanted it to be able to be a generic title, an admittedly risky move in hind
<+SnSDev-James> sight. With more time into it now some of the former ideas still linger. Still, we want to allow for that freedom of choice and while melee weapons are a viable option, your odds are still good that if you charge a guy with a shotgun it’s not going to go in your favor.
<+SnSDev-James> There are rules developed that penalize shooting at closer ranges that we had to balance with the benefits of a point-blank attack. So melee weapons can still work and from a story telling perspective you may find yourself in a gun-less situation or a lack of ammo in which a dagger or a saber on your hip is your last resort.
<~Dan> (I’ve got a follow-up but will let you address QTGames’s thoughts first if you like.)
<+SnSDev-James> QTGames reading quick so give me one second
<+QTGames> No worries. Sorry I was wordy
<~Dan> No problem. I’m just glad I’m not the only one talking! 😀
<+SnSDev-James> Right, we’re not entirely fleshing out a world in that we’re only looking at their major ports/cities, one or two per world. That’ll give your players a lot of room to do what they will without limiting how far they can travel. The concern would be that it would’ve given a feeling of “invisible walls”. So that’s why for us we’re making the core
<+SnSDev-James> star system but will have a few notes on general regions outside of it and frankly even encourage Overlords and players to make their own portions of the galaxy to run around in
<+SnSDev-James> (oh man my feelings D: )
<+SnSDev-James> That help answer what you were looking for QTGames?
<+QTGames> Yes, I think I understand. I assumed you weren’t fleshing out things on a big scale. It’s not practical.
<+QTGames> It’s just that you had mentioned a concern, and I was just trying to note that I don’t think most players are worried about it. They don’t want cookie cutter worlds, but they also don’t expect fully fleshed out ones.
<+SnSDev-James> Oh gotcha! I see what you mean
<~Dan> You mentioned personal shields. Are they like the ones from Dune?
<+QTGames> Getting back to Dan’s question on melee weapons, do you have energy shields of some sort? One excuse for melee weapons can be that the shields are designed for certain kinds of weapons, like energy weapons or fast projectile weapons, and don’t stop melee weapons at all, anymore than they would stop rain from falling on your head, unless you want it that way.
<~Dan> (wb, MARK!)
<+SnSDev-James> I’m honestly completely brainfarting on the Dune shields (so maybe?). For us your characters health is broken down into three components: Natural Health, Shield Health, and Armor. Your Natural Health is your characters actual health, how well their doing. Their Shield health is sort of like an extra layer of health generated on top of that. Your
<+SnSDev-James> shield is comprised of two components the Cradle and the Generator. The Cradle is what holds it while the generator is your actual shield. It is measured for us in “pips”
<+SnSDev-James> A “Pip” is equal to 5 Shield Health. Now what I haven’t mentioned is that our baseline, the human, only has 15 health.
<~Dan> SnSDev-James: Dune shields work the way QTGames described. They don’t work for low-velocity attacks.
<+SnSDev-James> That’s how our shields do work to a degree. Our guns are buy and large energy weapons
<+SnSDev-James> However kinetic guns do exist but they’re kind of like your grandpappys gun from the old war. The ammo is harder to find and they misfire more often but they do also sneak some damage through shields. Melee weapons function the same
<~Dan> Cool. Understood.
<+SnSDev-James> All of our damage is expressed as Xd6+Y where if you’re using a kinetic weapon Y completely bypasses shields
<+QTGames> Sounds interesting. So, it seems that melee weapon users probably won’t want to get aggressive with anyone until they are up close and personal, and then they are more on equal footing.
<+SnSDev-James> Exactly. In our testing we had a guy play our tankiest race and his only weapon was a shield and a sledgehammer. He uh… did exactly what you’d expect with those
<~Dan> How “pulpy” is this setting? Do you consider it to be “sword and planet”?
<+SnSDev-James> Sword and Planet?
<~Dan> Yes. A subgenre of sci-fi exemplified by the John Carter novels.
<~Dan> Sort of like swords and sorcery, but with sci-fi trappings. Pulp action heroes with a sword in one hand and gun in the other.
<+SnSDev-James> Oh! It’s in a way that it can be. We wrote our rules so that if you did want you could avoid spaceships or you could tell the majority of your story on them. Additionally since we worked in cars you could absolutely take these rules and run a Mad Max game for yourself
<+SnSDev-James> Or with our boats sail the high seas
<~Dan> That’s good to know!
<+SnSDev-James> Though we’re probably not as developed with boats as a system like 7th sea
<~Dan> Well, sure.
<~Dan> Hmm. Have you heard any comparisons to Fading Suns?
<+SnSDev-James> I have not to this point. I’ve never even heard of Fading Suns
<+QTGames> Definitely nice to have different options for the sorts of stories told. If you get into stories involving a variety of vehicle types, that does have an impact on the combat system, requiring more rules.
<~Dan> Ah! Long story short, it’s sort of a new dark age in space, with tech becoming increasingly rare and society taking on medieval trappings. It also uses “Dune shields” and lots of melee weapons.
<+SnSDev-James> Totally! We went through a series of vehicle rules to get to where we are now. We tried an FTL-like approach initially but found it was not even remotely fun in a tabletop game.
<+SnSDev-James> Oh gotcha Dan that sounds cool actually
<+SnSDev-James> I’ll have to check that out!
<~Dan> Yeah, it’s a very cool setting. The rules had issues, sadly, but they work for some folks.
<~Dan> IIRC, they’re coming out with a d20 version.
<+SnSDev-James> Homebrew the heck out of it! haha
<~Dan> Or use your rules. 🙂
<+SnSDev-James> Ahhhh gotcha. Oh! For us, we had to go through a couple dice types before settling on something that felt good
* ~Dan nods
<~Dan> You mentioned playable species earlier. Can you describe them briefly?
<+SnSDev-James> Totally! So for our core rules we’ve got 5 playable races with some of their own varients
<+SnSDev-James> Before I bring them up though each race has some special traits of their own along with a boost to one of their Personal Stats
<+SnSDev-James> Humans are our baseline with average health (15) and a boost to their Luck
<+SnSDev-James> Our second race are our Bugs with a boost to their Social ability. There are two variants of them however where one has a pair of wings and can fly and the second instead of wings has a second pair of arms
<~Dan> (Howdy, DLB_Chuck!)
<~Dan> ( SnSDev-James, meet DLB_Chuck, author of the excellent conspiracy/horror RPG “Don’t Look Back”. 🙂 )
<+SnSDev-James> Our AI are a race that has a boost to their Dexterity but their quirk is that they are the most modifiable. Each race can be upgraded not with magic items but with body mods. That’s limited by the “synthetic points” they can handle. These can be upgraded generally speaking with additional mods, but for AI they can begin the game with almost max
<+SnSDev-James> synthetic points but they cannot upgrade that any further
<+SnSDev-James> (Hi DLB_Chuck!)
<+DLB_Chuck> Howdy SnSDev-James
<+SnSDev-James> Quadrupeds were a race I’ve always been curious to see in a game so we added them! Four legged creatures that can be any animal you want though in our lore they are either: ursine, canine, and feline. They have a boost to Dexterity (I was wrong about AI they boost their Smarts). Their variants are that either they have a body harness on in which
<+SnSDev-James> they gain a boost to their Armor score or they have a pair of tentacles with a boost to their ability to dodge gunfire. Additionally Quadrupeds are our fastest race
<+QTGames> How are you handling the bugs’ flight ability. Some designers are nervous about having flying species, fearing it will unbalance things.
<+SnSDev-James> Lastly are our Crystals. These guys are our tankiest race with a starting 35 Natural Health. While they have the lowest Synthetic Points maximum they are meant to take a beating from the get go being the strongest early game race though tending to fall slightly behind in really late game
<+SnSDev-James> So we did test their flight extensively. It can be op feeling at times but we also wanted to give them freedom. Essentially what it is to compensate is that it’s basically their whole turn to get airborn and can fly around on following turns
<+SnSDev-James> The way our turns break down was a fun bit of experimentation
<+SnSDev-James> Instead of traditional standard/movement/swift/free/etc. we have our turns in Thirds
<+SnSDev-James> So each character, other than the four armed bugs, has 3/3rds of a turn. Four armed bugs have 4/3rds. Actions still break down in a way you can recognize but it allows you to mix and match
<+SnSDev-James> Taking off is a 2/3rds action so you can’t attack the same turn, another 2/3rds action
<+QTGames> Ah, I see.
<+SnSDev-James> Additional pros and cons are that while you do get a buff to your attacks for having the high ground (DON’T TRY IT) you can’t take advantage of cover
<~Dan> Are all of these species from this solar system?
<~Dan> (Howdy, antiochcow!)
<+SnSDev-James> With the way we have written our lore, yes
<+QTGames> Lacking cover is a nice trade off.
<~Dan> ( antiochcow: (Link: https://www.kickstarter.com/projects/277217848/swords-and-spaceships)https://www.kickstarter.com/projects/277217848/swords-and-spaceships )
<~Dan> Do the individual species have their own tech, and if so, how do their tech levels vary?
<+QTGames> Fatigue could be another option for flight as well. I like the slow start in flying. That’s interesting, like they have to build up to being able to lift their bulk off the ground.
<+SnSDev-James> They do not have unique tech levels. We’re set at a point where they’re casually mix and mingling. Maybe with expansions we will have more specific tech levels but it is thus far a unified pool to pull from
<+SnSDev-James> We thought about it, but decided it would add too much fluff when we wanted to focus in on a few details
* ~Dan nods
<+QTGames> Hm . . . so your lore accounts for why all the different species are at the same tech level?
<+SnSDev-James> This doesn’t mean that when you get your hands on the game that you can’t assign specific mods/pre-built and modded guns to be representative of a race. By all means in your story describe things as a style befitting a race
<+SnSDev-James> Yes we do. Can I attach files here?
<+SnSDev-James> I can! One second guys
<~Dan> I think there’s a way to do that, yup.
<~Dan> If nothing else, you can post the URL to their location.
<+QTGames> Off subject really quick, but I think your campaign could benefit from a $5 or $15 tier for those that don’t want art.
<+SnSDev-James> Uploaded file: (Link: https://uploads.kiwiirc.com/files/3bb55083f8ded37e8003ebc85fca5e3e/Lore%20Pt.%201%20(Unedited).docx)https://uploads.kiwiirc.com/files/3bb55083f8ded37e8003ebc85fca5e3e/Lore%20Pt.%201%20(Unedited).docx
<+SnSDev-James> Totally. I’ll admit that half way through the time for the campaign we are a little nervous that it won’t work out. It is our first Kickstarter and maybe we were overambitious. For now we’re still trying for it!
<+SnSDev-James> For those interested that link is the history of the system but unedited so forgive a few awkward things in there
<+QTGames> Reading now. Thanks.
<+SnSDev-James> For sure!
<~Dan> I know you’re focusing on one system, but how much interaction is there with other systems?
<+DLB_Chuck> Looking at the budget, does this mean you plan to do an offset print run if you were successful?
<+QTGames> I’m currently running one two, so I totally get it. Kickstarters are very difficult, especially for relatively unknowns like myself. It’s never too late to add a tier, however, at least if there’s something good to slip into it.
<+QTGames> Not one, two. One, too. Sheesh.
<+SnSDev-James> Alright in order: The interaction with another system is totally up to the Overlord (GM). For now we’re just working on the one system for the majority of the storytelling we’re pre-baking. Printing wise we are going to put it up on drivethrurpg.com and would use some of the earnings to pay for the physical copies to then ship out. We would use
<+SnSDev-James> Backerkit to handle the shipping costs, though. I agree on the new tiers but I don’t know what I could put there to make it worthwhile other than the game itself which we’d thought the $25 tier made sense for
<+SnSDev-James> (sorry if I’m being a slow typer by the way)
<~Dan> (You’re doing great. 🙂 )
<+SnSDev-James> First interview/Q&A I’ve done entirely through text haha
<~Dan> (Howdy, Garebear68!)
<+Garebear68> Hi everyone 🙂
<~Dan> ( Garebear68: (Link: https://www.kickstarter.com/projects/277217848/swords-and-spaceships)https://www.kickstarter.com/projects/277217848/swords-and-spaceships )
<~Dan> Do you have a character sheet that you can share with us?
<+DLB_Chuck> I think $25 for a PDF and $65 for a physical book may put a lot of people off
<+Garebear68> They don’t have the economy of scale working for them on the physical book
<+QTGames> I have to agree, Chuck. That’s a bit steep, James. I know that game designers never really earn back all they put into games (I know that way too well), but those prices are going to slow down some backers.
<+DLB_Chuck> They also don’t have to pay for an offset run upfront. It’s DriveThru and even with POD, the costs aren’t that much.
<+SnSDev-James> I’m sure of it. From some pre-kickstarter research we did those numbers looked reasonable but here two weeks in with the current level of investment you may be right
<+Garebear68> I love the weapon mods part of what I just read on the kickstarter page
<+SnSDev-James> Thanks Garebear68!
<+SnSDev-James> The printing is still estimated to be at $13-$16 a book
<+DLB_Chuck> Since you aren’t including shipping, that means you are still bringing in about $50 after printing. That’s kinda steep for an indy.
<~Dan> SnSDev-James: Did you see my character sheet question? (No worries if you were getting to that!)
<+SnSDev-James> I did not, what was it?
<+Garebear68> How many additional books are you considering to come out in addition to this main book, if all were to go well?
<~Dan> Oh! I just asked if you have a character sheet that we can see.
<+SnSDev-James> We currently have plans to do 4 additional books, should everything go swimmingly
<+SnSDev-James> We do have an excel sheet of a character sheet
<+SnSDev-James> one moment
<+Garebear68> If the book costs $13-$16, you may want to consider reducing the price of the core book to draw in more people… then you would sell more of the followup books
<+SnSDev-James> Uploaded file: (Link: https://uploads.kiwiirc.com/files/9842357ac8641996500b75eda38f67c0/Character%20Sheet%20Temp%20v11.xlsx)https://uploads.kiwiirc.com/files/9842357ac8641996500b75eda38f67c0/Character%20Sheet%20Temp%20v11.xlsx
<+QTGames> Yes, a low dollar core rulebook gets them in the door and then if they love the game, they’ll happily spend a bit more for followup books that seem of high quality.
<+DLB_Chuck> Followup books always sell less than the core book too so maybe look at a model that would let you get it out successful and have better art with stretch goals etc
<~Dan> Let’s see here…
<+SnSDev-James> There are some hidden sheets in there for calculations
<+QTGames> That’s true that they sell fewer than the core, but ultimately you want people playing the game, and if the follow up books are really good, they still stand to bring in a profit.
<~Dan> This appears to be an attribute + skill system of some sort. Is that correct?
<+SnSDev-James> I don’t disagree with you. At this point we’re sitting where we think that it may be smarter to try again in February, should this fail, with altered prices instead of adjusting half way through, but I don’t think that kind of logistics is our primary discussion.
<+SnSDev-James> Yes the System is based around your Stats and Skills
<~Dan> What is the basic mechanic?
<+DLB_Chuck> I wouldn’t adjust mid-way through. Restarting in February is a good idea though and look at pricing for similar models from new publishers. I think it would help.
<+Garebear68> Ha… a western supplement… Firefly anyone?
<+SnSDev-James> Your Stats are things like Personal Stats Body, Dexterity, Smarts, Social, and Luck along with Ship Stats Piloting, Engineering, Gunnery, and Command. These are sort of your inherent baseline. You buy your skills with a direct XP exchange so long as they are under your Parent Stat’s number. Both your Parent Stat and your Skill max out at 6 without
<+SnSDev-James> a racial modifier or body mods to enhance them beyond “the limits of the flesh”. On top of that, while you can raise a Skill above a Parent Stat it will be twice as expensive to represent the difficulty of pushing beyond your natural, physical capability to excel at something in particular.
<+SnSDev-James> Your rolls, for accomplishing tasks are 1d10+Stat+Skill. Your rolls for damage will vary at Xd6+Y
<+SnSDev-James> And more like I was playing too much Red Dead Redemption 2 Garebear68
<~Dan> I notice that you lump all melee combat under Body. That makes me wonder if your system has what I call the Ninjasaurus Effect.
<+SnSDev-James> With the western we want to bring in more physical guns, customized animals just like how you can kit out and customize a vehicle, a reputation system, and a way to change out body mods essentially for a series of TF2 choices with a hyper extensive hat customization list to do your body mods
<+SnSDev-James> Ninjasaurus Effect?
<+SnSDev-James> Oh like a full dex build?
<~Dan> Well, what I mean is this:
<~Dan> If weapon skill is based on strength, then big, strong creatures become master combatants, not just hard-hitters.
<~Dan> Put another way, you couldn’t have a big, clumsy creature, because its Body would make it skilled at attacking.
<+DLB_Chuck> Does that mean that a Conan type would always beat a Bruce Lee type?
<+SnSDev-James> Not necessarily
<+SnSDev-James> So if you have a giant beast with a “full” 6 Body but no points in a melee combat Skill they’re only rolling with that +6 which on average will get them an 11 to attack with while if you have a Body of 3 and a Blades of 3, actually having a skill in one of fighting types you’re about to act on average with a 12. With all our roles being contested
<+SnSDev-James> you’re, on average, staving off their attacks
<~Dan> I see… and is melee damage based in part on Body as well?
<+SnSDev-James> Additionally since our initiative is actually based around your characters speed if they’re slower you may end up having your whole team go before them
<+SnSDev-James> Yes, melee is Xd6+Y+Body(modified). As they would likely use claws or a bludgening attack they would not have as beneficial of a modification
<~Dan> Speaking of modifications to species, are these cybernetic, genetic, or something else?
<+SnSDev-James> Cybernetic body mods are what we currently have ranging from muscle fibers boosting your Body to installing a pistol in your fingers to electromagnets in your thighs/back to hold a weapon in place
<+SnSDev-James> We didn’t just want to make a series of mods for your character/weapons/ships that add mechanical advantage but also RP capability
<+Garebear68> How many pages is the book?
<+SnSDev-James> I am yet to format the scattered rules and tables into a singular document so I don’t have a final page count
<+SnSDev-James> Honestly I couldn’t even guess to figure it all out, especially in the final formatting and with the addition of pictures
<+Garebear68> is it closer to a 100 page book or a 500 page book
<+SnSDev-James> The assumption we’ve been running with is approximately 200 pages based off similarly done books but we don’t know if that’s accurate
<+Garebear68> I am curious how meaty it is going to be
<+SnSDev-James> Gotcha! Well we wanted to create enough rules to allow you to run what you were doing and govern what was happening without the rules bogging down play. We tried playing shadowrun recently and that was an exercise in migrane management
<+Garebear68> Oh yeah, Shadowrun is toooooo much
<~Dan> Does the game include a bestiary, and if so, how extensive?
<+SnSDev-James> So we’re not rules light nor heavy. I personally think of it as rules medium that allows for some interpretation but if you’re not feeling terribly creative you can fall back
<+QTGames> Definitely. Essentially, you want a rulebook that is no bigger than it needs to be to get the job done. You don’t need a rule for everything, but you do need rules that enable one to cover oddball activities.
<+Garebear68> so kind of D&D 5e level complex
<+SnSDev-James> We do not yet have a bestiary. In its stead we are working on an NPC maker that will have the levels of “Mook” “Semi Important” and “Noteworthy” so you can at least quickly fabricate human npcs
<+SnSDev-James> I honestly have not played 5e so I couldn’t say
<+SnSDev-James> Exactly! One fun ruleset was figuring out zero-g combat
<+SnSDev-James> That lead to a lot of gore related descriptions
<~Dan> Can you describe spacecraft combat? How cinematic is it? Are we talking dogfights in space, or something more realistic?
<+SnSDev-James> And yeah haha I’ve done pathfinder, dungeonworld, warhammer fantasy 4e, shadowrun 5e (1 session), shadow of the demon lord, etc.
<+QTGames> What? Dogfights aren’t realistic?! Heh. I still love dogfights!
<~Dan> I do, too. 🙂
<+SnSDev-James> So. It absolutely CAN be dogfights in space. We have a list of spaceships (essentially the same as is on tvtropes). Your characters can either all pile onto a ship like the Millennium Falcon (for example) and divy up piloting, engineering, and gunnery to have the full run of it with the Commander less like your RP captain and more your on-board
<+SnSDev-James> bard who can magically generate shields and speed and more
<+SnSDev-James> We have ships with enough guns on them that we have broken those down into describing what type of “Battery” you’re firing with so you’re really pumping out the hurt
<~Dan> So you have capital ships, fighters, etc.?
<+SnSDev-James> If you looked at the bottom of the Kickstarter you’ll see one of our expansions is the work for fleet combat/masscombat which we’re excited for!
<+SnSDev-James> Yes we do!
<+QTGames> Yay, dogfights! I like the big ships, too. Shoot, I have to go. Sorry to interrupt. I wish you the very best, James, and I’ll keep an eye out for Swords And Spaceships! Hopefully we can talk again about it all. Cheers, all!
<+SnSDev-James> Have a good one!
<+SnSDev-James> I’m also in the Discord
<+SnSDev-James> Just ping me there
<~Dan> Take care, QTGames!
<+QTGames> Take care! Thanks, Dan! 🙂
<+SnSDev-James> But yeah the pilot is responsible for positioning/dodging attacks, the gunner is obviously shooting, and the engineer is shouting at everyone to do better while they repair the ship and shields
<~Dan> Great guy, that one. 🙂
<+SnSDev-James> Command, like I said, can give buffs and debuffs (commands) that effect how the ship itself works
<~Dan> I know you mentioned adding magic in the future, but does the game currently feature psionics?
<+SnSDev-James> We removed the aspect of unique component targeting with little exception to better equate to something like we see in the movies
<+SnSDev-James> No with the core release we do not have psionics or magic-like anything
<~Dan> (Howdy, Akyla!)
<~Dan> Are there any major antagonists?
<+SnSDev-James> Well that’s up to your Overlord! haha. For our Lore we’re making though, we are intending to write in a few potential antagonists for you to go against ranging from Pirates to invaders
<+SnSDev-James> Or maybe just underworld rules or cults
<+SnSDev-James> rulers, not rules
<+SnSDev-James> unless you’re playing a legal underworld game which could be interesting but I’m not sure this is the right ruleset to do that with
<~Dan> Does the setting include power armor and/or mechs?
<+SnSDev-James> Generally no. However we do have an armor set we call Nova armor that is essentially wrapping you in a Ships Hull as your evidently well funded self goes off and ruins a lot of peoples day
<~Dan> Heh. 🙂
<+SnSDev-James> I take it your a mech/power armor fan?
<~Dan> Eh, more power armor than mechs, but we do have some mech fans in the room quite often.
<+SnSDev-James> Ahhhh I gotcha. Sorry mech fans!
<+Garebear68> (reading while he has dinner)
<+Garebear68> Has everyone left?
<~Dan> Just thinking of questions. 🙂
<+SnSDev-James> If anybody out there has a question throw it out! Haha
<~Dan> Hmm. Are there any RPGs out there whose fans you think would enjoy your game?
<+SnSDev-James> All of them! Just kidding. Honestly I think if you’re looking for a sci fi adventure or a game where you really get to focus in on your character and customizing your gear instead of trying to grab the greatest item available this will be for you. Like I’d said before we really wanted to get the idea of “your character, your gear”
<~Dan> Cool. 🙂
<~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
<+SnSDev-James> Not that I can think of off the top of my head. Just thank you for having me here and hopefully I’ve gotten you guys excited about Swords and Spaceships.
<~Dan> (Howdy, Catseye!)
<+SnSDev-James> Any of you guys out there listening/reading in have any questions for me?
<~Dan> Just a quick reminder that 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!
<~Dan> Oh, and you’re welcome, SnSDev-James! Thank you for joining us! Please know that you’re always welcome to hang out here. 🙂
<~Dan> (Or in the Discord channel, of course. 🙂 )
<+SnSDev-James> Sounds great! Thanks a bunch Dan.
<~Dan> Certainly! Now, if you’ll give me just a minute, I’ll get the log posted and link you!