<+ShawnHescock> Hello! Shawn Hescock, here. Owner of Geeks Collaborative Gaming out of Portland, Oregon. We are currently working on getting EverWyrd ready for crowdfunding.
<+ShawnHescock> EverWyrd is a Dungeon Crawl, miniatures adventure game that uses a series of tiles and roll tables to randomize the dungeon through each play.
<+ShawnHescock> The game is intended to be played through a series of quests that make up an overall campaign and your hero will grow and develop their skills as you play through.
<+ShawnHescock> We also have a basic Dungeon Dive which isn’t part of the campaign, but uses a slightly different set of rules so that they dungeon gets harder, the deeper you explore.
<~Dan> Thanks, ShawnHescock! The floor is open to questions!
<~Dan> So is this a GMless game?
<+ShawnHescock> Oh, yes. That’s a good thing to point out. 🙂 The roll tables take the place of the GM so it works well for solo-play or multiplayer without a GM.
<~Dan> Is it meant to be a full RPG, and if so, how do you handle interactions with NPCs?
<+ShawnHescock> They will randomize the creatures you encounter, the herbs you find, and a few other items. There are three decks of cards that handle traps, treasures, and spell books.
<~Dan> Right, but I’m talking about… well, talking. To NPCs.
<+ShawnHescock> Not a full RPG, although we are currently working on an optional GMs guide section, if a group wanted to play that way. In that case, one of the three basic statistics would be used during NPC interactions. It’s not really designed for a full RPG, however.
<~Dan> Ah, I see.
<~Dan> You have a decent-sized map of the setting (as can be seen above in the log)… Is it really used, or is that more for background flavor?
<+ShawnHescock> The quests all take place at specific locations, so it is used during the campaigns to give players an idea of where they are at in the world. Different areas of the world will bring out different types of creatures, different tribes of humaniods, all which have their own styles of equipment and weapons.
<~Dan> Is the setting fairly standard fantasy fare, and if not, how so?
<+danhunsaker> Sounds similar to Betrayal at House on The Hill or Atmar’s Cardography.
<+danhunsaker> Albeit only on a surface level.
<+ShawnHescock> It is fairly standard. We took as much inspiration from old-school fantasy films such as Conan the Barbarian, Deathstalker, Sorceress, etc. We did try to mix it up a bit and describe a world where Humans are newcomers to the world and the Elves and Dwarves assist them in getting by, only to have the world udderly destroyed by the corruption that
<+ShawnHescock> the human’s dark magics brought forth.
<+ShawnHescock> EverWyrd takes place after that world has been corrupted.
<~Dan> So kind of post-apocalyptic?
<+ShawnHescock> Yeah, post-apocalyptic in a fantasy world.
<+danhunsaker> The Human Apocalypse. I like.
<~Dan> Where did the Humans come from?
<+danhunsaker> And can anyone escape the current setting in a similar fashion? If not, what’s stopping them?
<+ShawnHescock> They started as a very small group of nomads in the desert. They had no permanent settlements, little to no technology, they only lived the nomadic ways of the hunter and gatherer. They traveled north and found aid by the Elves, mostly.
<+ShawnHescock> We intentionally left the Lands of EverWyrd as a single continent with room to expand with the idea that, in the future, we can grow the world and introduce players to the origins of the human race.
<~Dan> Are there any major Bad Guys built into the setting?
<+ShawnHescock> So yes, depending on the success of EverWyrd, there will be opportunities for players to leave the same way the humans arrived to the continent.
<+ShawnHescock> Yes, there are. We have added a few major demons and the Necromancer Lords of the south.
<+ShawnHescock> One demon, in particular, is Klavakus. A massive horned demon who was summoned from the Underworld at the end of the corruption.
<+danhunsaker> So this is designed as more of a one-shot game than an ongoing campaign system?
<+ShawnHescock> Klavakus is a possible boss in the Dungeon Dive but is also a boss creature in the campaign, along with the Necromancer who summoned it.
<+ShawnHescock> The quests are all written as a campaign, and that was the original intent of the design. They all play out fairly similarly but have different roll tables, different start and end tiles, different number of tiles, as well as different victory conditions.
<+danhunsaker> Ah, OK, so adventure module style, then.
<~Dan> Do you have a character sheet, and if so, is it posted so that we can see it?
<+ShawnHescock> As you play through the campaign, you earn advancement points to increase your character’s skills and stats.
<+ShawnHescock> You know… the only picture of the character sheet that I’ve actually posted is a fun little side-game I made up with my boys where they wanted to play as Velociraptors.
<~Dan> Heh. 🙂
<+ShawnHescock> But the free teaser has a character sheet at the end of the PnP Pdf.
<~Dan> Ah! Do you have the URL for that?
<+ShawnHescock> I do!
<+ShawnHescock> (Link: https://www.drivethrurpg.com/product/296445/EverWyrd-Public-Teaser)https://www.drivethrurpg.com/product/296445/EverWyrd-Public-Teaser
<~Dan> Give me just a sec and I’ll pull that up…
<+danhunsaker> And on the subject of links, do you have a link to the full game we can glance through and possibly back/buy it at?
<+ShawnHescock> Awesome, I’ll post a picture of a sample character on the Facebook page too.
<~Dan> Okay, let’s see here…
<+ShawnHescock> (Link: https://www.facebook.com/EverWyrd.RPG/posts/630946001001021)https://www.facebook.com/EverWyrd.RPG/posts/630946001001021
<+ShawnHescock> I plan on including a link to the full beta rulebook during the crowdfunding campaign and would not be opposed to sharing it now.
<~Dan> So I see three attributes: Fight, Ability, and Mind. How are they used?
<~Dan> I’d be glad to post it if you’d like to share it now. (Well, actually, you’d be posting it, and I’d be posting the log, but you know what I mean. 🙂 )
<+ShawnHescock> The system is designed to be fairly light. Fight is your strength and skill with a weapon, Ability is your trade skills and hands-on skills such as lock picking. Mind gauges your effectiveness with spells and arcane knowledge.
<~Dan> And skills appear to be of the have-them-or-don’t variety?
<+ShawnHescock> Here’s a link: (Link: https://drive.google.com/file/d/1edpCJcOw5mQpZr0gb1jskZ7z7y2ccTnN/view?usp=sharing)https://drive.google.com/file/d/1edpCJcOw5mQpZr0gb1jskZ7z7y2ccTnN/view?usp=sharing
<+ShawnHescock> I will update the file again this evening (I hope) to include all of the updated creature information.
<+ShawnHescock> That was the original design of the game and I didn’t want to move too far away from that, but yet. I didn’t mention that Geeks Collaborative Gaming bought the rights to the game to help out a friend in a financial bind. It has changed a lot since the original but we are trying to keep most of his vision alive.
<~Dan> Can you describe your task resolution system?
<+ShawnHescock> Sure thing. A Task is any action that requires a (dice) challenge in order to complete. Things like discovering a trap, disarming a trap, avoiding a trap, busting open a locked door, etc. Most tasks have a set difficulty such as easy, medium, hard, and heroic and the player will roll 2D6, add the appropriate statistic, and compare results.
<+ShawnHescock> Traps, for example, actually have three possible tasks. Detection, Disarm (if they have the skill), and avoidance.
<+ShawnHescock> At times, quests will call for certain actions to be challenged as well and the success of those tasks will either harm the players or give them additional Hero Points.
<+ShawnHescock> Hero Points are used to grow your hero.
<+ShawnHescock> Did that answer your question?
<~Dan> I think so… How do skills come into play?
<+ShawnHescock> Most skills add to your dice rolls. For example, Polearm gives you +1 to your attack roll when using a Polearm weapon. Other skills, like Light Armor, give you access to different armor types.
<+ShawnHescock> Others, like Cast Spells and Charge, open up actions that can be done.
* ~Dan nods
<+danhunsaker> So it’s 2d6 + Att + Skill.
<~Dan> What sorts of statistics to NPCs have? Are they expressed as target numbers for player rolls?
<+ShawnHescock> Yeah, pretty much. 2D6, plus attribute, plus the skill bonus if there is one. Like, if you had dodge, you would have a +1 skill bonus on your defense roll.
<+ShawnHescock> NPCs all have the same attributes as well. (Link: https://www.facebook.com/EverWyrd.RPG/posts/627830437979244)https://www.facebook.com/EverWyrd.RPG/posts/627830437979244
<+danhunsaker> Do NPCs get skills?
<+ShawnHescock> They sometimes have an ability special, which requires them to make an ability check against the player(s).
<+ShawnHescock> The ability special takes the place of their skills.
<+ShawnHescock> For example, the Ogre has the Pushback ability, which knocks any players struck back several squares.
<+ShawnHescock> The Savage has Aerial Pounce.
<~Dan> Is combat handled as roll-vs.-roll?
<+ShawnHescock> Yup, that’s one thing that I personally really like about it. Attacker will roll, add Fight, add skill bonuses. Defender will roll, add fight, add skill bonuses, add armor rating.
<+ShawnHescock> With spells, you sub Fight for Mind.
<~Dan> Does degree of success matter?
<+ShawnHescock> Not in EverWyrd… in The Dungeoneer’s Guide (a more role-playing and narrative driven game) it does. The double 1s or 6s will change that, since they are criticals.
<+ShawnHescock> We are also writing The Dungeoneer’s Guide but that’s for another day. 🙂
<~Dan> Is it related to EverWyrd?
<+ShawnHescock> No, but we will be doing a lot of crossover adventures or one-shots written for both systems.
<~Dan> Is damage a flat number?
<+ShawnHescock> Yeah, just to keep it nice and simple. Trying to keep the rules on the lighter side.
<+ShawnHescock> Also, we want to keep it a solid D6 system.
<+ShawnHescock> The only exception to that is the critical hit, which doubles the damage.
* ~Dan nods
<~Dan> Can you describe magic in the game?
<+ShawnHescock> On a similar note, the critical miss when attacking gifts the opponent an attack of opportunity on you. A critical hit when defending gifts you an attack of opportunity.
<+ShawnHescock> Sure. Magic is broken up into three main schools: Wyrd, Wyldwyrd, and Necrowyrd (or Necromagia).
<+danhunsaker> Is it possible for a crit miss on attack to stack with a crit hit on defend, granting two attacks of opportunity, however rare and unlikely?
<+ShawnHescock> The caster will pick a school and select their starting spells from that school.
<~Dan> (Howdy, GenoFoxx!)
<+ShawnHescock> The spells are shown on the cards and each have a set number of uses, a specific range, and a specific effect or damage.
<+ShawnHescock> A similar attribute check, using mind, is used and if the caster is successful, they will hit their target with the spell.
<+ShawnHescock> Often, new spells are found during exploring but they are drawn at random. Casters can cast from any school of magic, but get a slight bonus when it their chosen class.
<+ShawnHescock> There are about 40 unique spells.
<+ShawnHescock> So far.
<+ShawnHescock> danhunsaker, I haven’t even considered that a possibility. 🙂 It would be rare, but it could happen. I guess I should cover that.
<~Dan> What are the differences between the schools of magic?
<+ShawnHescock> Wyrd is the oldest form of magic, it was developed by the elves and tends to be a little more refined. Wyldwyrd is reminiscent of druidic or shamanistic magic and has a lot to do with nature.
<+ShawnHescock> Deathwyrd or Necromagia is the dark magic that caused the great corruption and tends to be more focused on death and animation.
<~Dan> How many monsters does the game feature?
<+ShawnHescock> We currently have 25 all defined but there will be a few others that pop up during quests.
<+ShawnHescock> The crowdfunding campaign will use stretch goals to get more added, in packs of six.
<+ShawnHescock> As well as more map tiles, of which there are also 25.
<~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
<+danhunsaker> Such as your least favorite thing about the game?
* +Cortana meeps
<+ShawnHescock> My least favorite thing about the game is the lack of narrative during the play. I really like games that give descriptions and choices. EverWyrd doesn’t really allow for that.
<+ShawnHescock> (That’s why we have The Dungeoneer’s Guide)
<+ShawnHescock> I would love to have more feedback on the free teaser, or for those who take a look at the beta rules. And we are always happy to take criticism or ideas.
<~Dan> How can folks get in touch with you to provide feedback?
<+ShawnHescock> One thing that is rather important for me: This game is dedicated to the US Veterans and is the official game of Stand Down Gaming, which is a non-profit that uses gaming as a form of therapy for people who suffer from mental illness, primarily PTSD.
<+ShawnHescock> We have a Facebook page for EverWyrd, which is a good way to get a hold of us. You can find me as Shawn Michael Hescock on Facebook as well. We are on Twitter and Instagram as @GeeksCollab.
<~Dan> Really? Good for you!!
<+Cortana> I’m not much of a gamer and I’m not american but much respect
<+danhunsaker> I’m a vet, and it’s always nice to be thought of.
<+Cortana> danhunsaker: *salutes*
<~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://www.ko-fi.com/gmshoe)https://www.ko-fi.com/gmshoe . Anything’s appreciated! 🙂
<~Dan> Thanks very much for joining us, ShawnHescock!
<+ShawnHescock> Please, check out Stand Down Gaming on Facebook. (Link: https://www.facebook.com/groups/standdowngaming/)https://www.facebook.com/groups/standdowngaming/
<+ShawnHescock> Thank you, @Dan!
<~Dan> If you’ll give me just a minute, I’ll get the log posted and link you!
<+ShawnHescock> Now, time to put my little demon spawn to bed. I’ll keep the window open but be AFK for a while.
<+ShawnHescock> Thank you!