1:32 PM +Krister: So, my name is Krister Sundelin. I’m from Sweden, and I have been a roleplayer since 1982 and game designer since 1992, but limited to the Swedish market.
1:32 PM +Krister: As a day job, I’m a copywriter and e-learning writer, so being a game designer is my secret superhero identity.
1:33 PM +Krister: The Troubleshooters is my first game in English that is actually published. I’ve written a few games in English before, but they have not been published in print.
1:34 PM +Krister: The Troubleshooters is an action-adventure game set in a slightly fictional 1960s, heavily inspired by French and Belgian comics such as Spirou, Tintin, Yoko Tsuno, but also by tv shows like Mission: Impossible, THe Saint, and Lupin III
1:35 PM +Krister: There’s also a little bit of Scooby Doo, Famous Five and Nancy Drew in it.
1:35 PM +Krister: We’re on Kickstarter right now at (Link: https://www.kickstarter.com/projects/helmgast/the-troubleshooters-action-adventure-tabletop-rpg/)https://www.kickstarter.com/projects/helmgast/the-troubleshooters-action-adventure-tabletop-rpg/
1:36 PM +Krister: Done
1:36 PM ~Dan: Thanks, Krister! The floor is open to questions!
1:36 PM ~Dan: Can you tell us a bit more about the setting’s premise? Are there any “weird” elements, like magic, psychic powers, or mad science?
1:37 PM ~Dan: (Welcome to #randomworlds, SAVeira!)
1:37 PM ~Dan: (And brb — please continue!)
1:37 PM +Krister: I’ll start by posting the cover image: (Link: https://www.dropbox.com/s/wfliibjl70wf2ma/troubleshooter-21.jpg?dl=0)https://www.dropbox.com/s/wfliibjl70wf2ma/troubleshooter-21.jpg?dl=0
1:39 PM +Krister: The premise is that the characters are, well, troubleshooters. It’s a moniker by law enforcement for those irritating individuals who are not law enforcement and solve other people’s problems, more or less legally, all over the world. So it’s a bit of “fantasy tourism” – like James Bond or The Saint, adventures happen all over the globe.
1:39 PM +Motulev: while Dan is AFK, what’s the core mechanic of the game?
1:40 PM +Krister: There is this evil organisation, the Octopus, which tries to get world domination and has its tentacles just about everywhere and often appears in adventures.
1:40 PM +big_hats: (Hi ! Olivier from France.) The game seems to be centered around Paris. Will there be any mention of Marcinelle ?
1:41 PM +big_hats: That’s where the Spirou magazine is created, in Blegium.
1:41 PM +Krister: For most people, the 1965 is like it is for us, but the Concorde is already flying. For elite agents, there is spy tech like James Bond, and the Octopus has stun rays, flying saucers, and robots.
1:42 PM +Krister: (Done)
1:42 PM +SirLansen: Can you give us some info on what made you write this? What is your idea that we who play it should find, which we do not find in other role-play games? What makes it special?
1:42 PM ~Dan: (Question pause after SirLansen’s question, please. 🙂 )
1:43 PM +SirLansen: Well, Krister did write (Done) 🙂
1:43 PM ~Dan: (SirLansen: I know, you’re fine. I just call for a question pause when there are three outstanding unanswered questions. 🙂 )
1:44 PM +Krister: Motulev: The core mechanic is a Basic Roleplaying, but with an added story point economy. There are abilities that are activated by story points, complications that give you story points, and you also get story points for rolling double digits (which is our way of making critical hits/fumbles), entertaining the table, or being captured.
1:45 PM +Krister: big_hats: Yes, we mention the common styles of BD (bande desinnée, or Franco-Belgian comics). Our artist Ronja is very much École Marcinelle, and it is in that direction we want to create the game.
1:46 PM ~Dan: (wb, SAVeira!)
1:46 PM +big_hats: Thanks. 🙂 I meant, will any adventure ou location BE in Marcinelle? That would be cool.
1:47 PM +Krister: SirLansen: I sat in my couch reading a new Yoko Tsuno album reprint, and said to myself, “I want this as a roleplaying game”. Then I tried to find it, and well, there wasn’t any. So I said to my self, “f*** it, lets make one!”
1:48 PM ~Dan: (Questions may resume! 🙂 )
1:48 PM +BarkingAlien: lol That’s the way to do it!
1:48 PM +Krister: big_hats: Ah, sorry. We have not any adventure planned to take place in Marcinelle. But Château de Skeuvre in Natoye is very much on the map.
1:49 PM +BarkingAlien: I have a lot of questions but among the biggest is: How tricky would it be to see it early. Tintin is set roughly in the 20s and 30s. Something between this and Indiana Jones.
1:49 PM ~Dan: The game sounds pretty European. Do you provide enough setting information to make it playable by and appealing to Americans? 🙂
1:49 PM +BarkingAlien: Sorry, that should read ‘set it earlier’.
1:49 PM +Krister: (THat’s the real mansion used as inspiration for Château de Champignac, from the Spirou comics)
1:49 PM +big_hats: Oh, that’s cool!
1:50 PM +Krister: BarkingAlien: It’s not particularly tricky. You have to do some research on your own, though: the setting description has a little history leading up to 1965, but is focused on the now. But the rules should work earlier as well.
1:51 PM +BarkingAlien: Cool. My initial ideas for adventures were more in line with the time frame of Tintin.
1:52 PM +Krister: Dan: I hope so! The setting chapter is the meatiest in the book, and describes the era in general, then France in a little more detail, and Paris in even more detail. On top of that, there are interesting locations all around the globe, including an ice station in Antarctica, Kyoto, Leningrad, Buenos Aires and a few others.
1:53 PM ~Dan: How “ordinary” are the PCs?
1:53 PM +Krister: BarkingAlien: Since the adventures of Tintin spans from the 1930s to the 1970s (and he doesn’t age), it shouldn’t be a problem.
1:54 PM +BarkingAlien: True. lol
1:55 PM +Krister: Dan: Characters are competent in their field of expertise. They don’t have supernatural abilities though, except for taking damage. They are easily knocked out cold (so that you can be captured by the villains and then escape), but it’s very hard to die.
1:57 PM ~Dan: Are there any “weird” aspects to the setting other than the Octopus? I seem to recall reading something about valleys that time forgot, for example? Does that mean dinosaurs?
1:58 PM +Krister: Not dying works like this: if your Vitality runs out, you’re Out Cold. Instead of losing Vitality, you can take the Wounded condition. It’s only when you take that condition that there is any blood. It doesn’t do much in this fight, but gives you a negative modifier in future scenes until you have visited a hospital. You can also take the condition
1:58 PM +Krister: Mortal Peril instead of losing Vitality, but if your Vitality runs out when you have Mortal Peril, you’re dead.
2:01 PM +Krister: Dan: There are these extra bits of land here and there. like the principality of Arenwald, the republic of Montecasciano, the island kingdom Sitomeyang etc. And there are lost valleys, which could include dinosaurs – there are stats for them, at least.
2:01 PM ~Dan: Oh goody. 🙂
2:01 PM +Krister: So it’s like 1965 as Carl Barks would have drawn it.
2:01 PM +Ulfgeir: Do I remember the vitaly correctly that it is Unhurt -> Knocked out/Wounded. Wounded -> Knocked out/In Mortal Peril. In mortal Peril -> Dead Or was Wounded/In Mortal Peril mutally exclusive?
2:02 PM +Krister: Ulfgeir: You can be either unhurt/bruised, Out Cold, Wounded, Wounded and Out Cold, in Mortal Peril, or Wounded and in Mortal Peril. The one thing you can’t be is Out Cold while in Mortal Peril.
2:03 PM +Krister: You just say “I don’t want this damage, I take Wounded”
2:03 PM +Krister: Or “Let’s get dangerous, I take Mortal Peril!”
2:04 PM ~Dan: For those of us only passingly familiar with the source material, can you give us an overview of these European comics and their tropes?
2:04 PM ~Dan: (And brb)
2:05 PM +BarkingAlien: Is there any benefit to being Wounded or in Mortal Peril? Meaning, if I am potentially going to die do I get something in return?
2:07 PM +Krister: Dan-brb: European comics spans over a very wide variety of genres, from history to science fiction, from fantasy to spy action, from gritty realism to silly comedy. For some reason, european comics are very fond of the American Western genre, from the comedy Lucky Luke to the realistic Blueberry.
2:08 PM ~Dan: (Welcome to #randomworlds, ripperdoc2059!)
2:09 PM +Krister: Historical settings are often very well researched – for instance, even if Lucky Luke is a pretty humorous comic, it is still well-founded and based on the AMerican West, and often had several pages of research at the end.
2:09 PM ~Dan: (wb, ripperdoc2059!)
2:09 PM +Krister: Similarly, Yoko Tsuno’s creator, Roger Leloup, often collected photos and post cards from different locations all around the world and used them as reference for his stories.
2:11 PM +Krister: Even Tomé and Janry researched China and Vietnam for some of their Spirou et Fantasio stories. So if there is anything, european comics creators are not afraid of doing their research, but also not afraid to step outside that research if it fit the story.
2:12 PM +Krister: In particular école Marcinelle, the art school from Asterix, Spirou, the Smurfs etc, are heavily inspired by animation. Their lines just begs for being animated.
2:12 PM +big_hats: “Philippe Tome”, no accent. 🙂
2:12 PM +Krister: THanks. 8)
2:13 PM ~Dan: Are action-adventure comics like TinTin a popular subgenre?
2:13 PM +Krister: I would very much say so.
2:14 PM +Krister: BarkingAlien: The advantage of taking WOunded is that you’re not OUt Cold. The advantage of taking Mortal Peril is also that you’re not Out Cold, and you can flip attack checks for the remainder of the fight (making a roll of 93 into a roll of 39 instead) because of the adrenaline rush.
2:15 PM +BarkingAlien: Interesting.
2:15 PM ~Dan: What were the special points you mentioned earlier? Story points?
2:17 PM +Krister: Yes, the story point economy is a driver of the game. You start each session with 4, and you can have up to 12 points. You get story points for rolling double digits, entertaining the table, being captured, or activating complications. You use story points to flip task checks, activate abilities, get equipment in a planning scene, and to buy
2:17 PM +Krister: influence of the story.
2:18 PM +Krister: In many ways, this is the core of The Troubleshooters, and Basic Roleplaying “only” provides task checks and skills.
2:18 PM ~Dan: I assume “flipping task checks” means reversing the tens and ones digits?
2:19 PM +Krister: Exactly.
2:19 PM ~Dan: What sorts of abilities can be activated?
2:23 PM +Krister: You have some ordinary Abilities like Allure, which allows you to spend 1 story point to get the attention of everyone present and pay less attention to everything else, 1 story point to flip a Charm task check, and 4 points to make an NPC into a past lover. There’s Judo Blackbelt: spend 1 story point and yell the name of a judo or aikido
2:23 PM +Krister: technique to flip a melee attack check, or to throw a mook (unimportant NPC) out of the fight. You can activate Young for 4 story points to get a royal spanking by the villain instead of actually taking damage, which allows you to drop Wounded directly after a fight.
2:24 PM ~Dan: (wb, BarkingAlien!)
2:24 PM +BarkingAlien: Thanks.
2:25 PM ~Dan: Are the adventures generally fairly lighthearted, in the vein of TinTin?
2:25 PM +BarkingAlien: I noticed an art homage to Explorers of The Moon. Is there indeed information for Troubleshooters in Space?
2:25 PM +Krister: Some abilities gives you something extra without activating it. Old Money gives you a mansion and a butler.
2:27 PM +BarkingAlien: Heheh. Awesome.
2:27 PM +Krister: Dan: It varies. The first adventure is a little more gritty than the average Tintin album – it’s a treasure hunt for a lost Nazi U-boat. Another adventure I’m writing is a farce – almost a black farce – about inheritance and odious relatives.
2:28 PM ~Dan: Do you have a character sheet that you can show us?
2:29 PM ~Dan: (Welcome to #randomworlds, kiwi_44! You can set your name with the /nick command; e.g., /nick Dan)
2:29 PM +Krister: BarkingAlien: France and Japan landed on the Moon in 1964 in a joint mission using a huge atomic rocket. The space race kind of stopped after that, and the Americans launched the Aurora space station while the Russians launched the Budushcheye-1 space station. And a second Franco-Japanese Moon mission will launch from Kourou, French Guiana sometime
2:29 PM +Krister: soon.
2:30 PM +BarkingAlien: Hmm. Intriguing.
2:30 PM +Krister: Dan: This is the Emergency Passport, a double-sided printer-friendly sheet: (Link: https://www.dropbox.com/s/ixmoxe4gp1md1i8/Emergency%20passport%2020190921.pdf?dl=0)https://www.dropbox.com/s/ixmoxe4gp1md1i8/Emergency%20passport%2020190921.pdf?dl=0 (I think it’s an old version, but you get the idea)
2:31 PM ~Dan: So it looks like attributes are included as skills.
2:31 PM +Krister: Because if you’re travelling around the world, you need a passport. So we made the character sheet into a passport. (Link: https://www.dropbox.com/s/kx0d1j5n5vfg9cu/mockup-passport.jpg?dl=0)https://www.dropbox.com/s/kx0d1j5n5vfg9cu/mockup-passport.jpg?dl=0
2:32 PM ~Dan: Nice. 🙂
2:33 PM +Krister: Dan: Yes, we made conventional attributes into skills, to get them to the same scale as skills so we could have a unified mechanic for them. And also because we wanted to make it possible to train them.
2:33 PM * ~Dan nods
2:33 PM ~Dan: Does Strength still affect things like melee damage?
2:34 PM +Krister: No, it’s only for strength feats. There’s an ability instead, Mean Left Hook. which you can activate to increase damage.
2:34 PM +Krister: (You can rename it Mean Left Foot if you want to make a karate champ)
2:35 PM ~Dan: Are there criticals and fumbles?
2:36 PM +big_hats: About the character sheet: Nobody in France would talk about “Crochets d’histoire” 😀 We’d use something like “Amorce d’histoire” (also a fishing term).
2:36 PM +big_hats: “Points d’histoire” sound strange too.
2:37 PM +Krister: Dan: Yes, if you roll double digits, you get Karma. Karma + SUccess = Good Karma, i.e something good happens, either specified in the combat rules, or a generic positive modifier on your next check. Karma + fail = Bad Karma, i.e. something bad happens in a similar way. All Karma gives you a story point too.
2:37 PM +Krister: big_hats: Thanks, I think our French partners at Arkhane mentioned it and I had it corrected in a later version.
2:38 PM +Krister: Now we’re trying to find someone to check the German phrases as well.
2:38 PM +Krister: Any takers? 8)
2:39 PM +big_hats: Good. 🙂
2:39 PM ~Dan: We have a resident German here. Are you listening, Beelzedude? 🙂
2:39 PM &Beelzedude: yes, what?
2:40 PM ~Dan: We have someone needing German phrases to be checked. 🙂
2:40 PM &Beelzedude: I can do that.
2:41 PM +Krister: One specific thing I have been trying to find is the term for the deck hatch on top of a submarine where you load torpedoes onboard a submarine. Not the torpedo tube hatch, but the deck hatch. This one specifically:
2:41 PM +Krister: (Link: https://lh3.googleusercontent.com/proxy/FjZ-H1FWnDESy4QIR2Y18DL1WxqA_fBYfKVypSSS0nl0ND16YMrZ10bGYsdVV-5gcqPyFLWQyIJSvS_CU7mnVQ8RqmZDoSueTWN_9Qa0YOHKV2p2RLayoxFtBVzL6cZQHAxKRqlMt6c)https://lh3.googleusercontent.com/proxy/FjZ-H1FWnDESy4QIR2Y18DL1WxqA_fBYfKVypSSS0nl0ND16YMrZ10bGYsdVV-5gcqPyFLWQyIJSvS_CU7mnVQ8RqmZDoSueTWN_9Qa0YOHKV2p2RLayoxFtBVzL6cZQHAxKRqlMt6c
2:42 PM ~Dan: (Thanks, Sim!)
2:42 PM &Beelzedude: I have friends who are into submarines, I can ask them.
2:42 PM +BarkingAlien: Is there any mechanic for one PC aiding another? Can characters team up to beat a problem or foe?
2:42 PM ~Dan: I think the phrase is “der torpeden loaden”.
2:43 PM +Krister: Beelzedude, thanks a lot in advance!
2:44 PM +danhunsaker: Bad Dan. No.
2:44 PM ~Dan: 😀
2:44 PM ~Dan: How does combat work in the game?
2:45 PM +big_hats: Is there an Ability that gives you an animal companion, like Spip ou Milou? How intelligent are they? What about a more powerful one, like the Marsupilami?
2:45 PM +danhunsaker: (It may be something purely boring like “loading hatch”… We don’t bother making up new terms for _everything_…)
2:45 PM +Krister: BarkingAlien: There are two mechanisms for cooperation. One is the challenge, where task checks are spread out among the characters, and the more successful checks there are the better the combined task goes. The other is simply that one character gives a positive modifier to another.
2:46 PM +BarkingAlien: Excellent!
2:46 PM +Krister: danhunsaker: There is a blueprint prop in the adventure The U-Boat Mystery, and I could find the terms for just about every other detail except that hatch. 8)
2:48 PM +Krister: (Sometimes I wish I studied German in school, or at least listened to my French teacher)
2:49 PM +Krister: Dan: Combat is pretty conventional: initiative-based rounds, on your turn you can make one move, one side action, and one main action. Sometimes you also get a bonus action. Damage is HP based (Vitality mentioned above)
2:50 PM ~Dan: Is weapon damage random?
2:50 PM +Krister: Yes.
2:51 PM +Krister: Roll a number of damage dice (d6s): 4-6 is one point vitality loss, roll a new die for every 6.
2:52 PM ~Dan: What was your thinking behind that methodology as opposed to standard BRP weapon damage ratings?
2:53 PM +Krister: big_hats: There is a Pet ability. For 1 story point, the pet escapes when you are captured and you can act as the pet. You can also have the pet wake you after the fight if you were out cold, fetch a vital thing (like the keys to the cell door), or to flip a Charm task check
2:54 PM +BarkingAlien: YES! Three cheers for Snowy and Marsupilami!
2:54 PM +Krister: Dan: We wanted exploding dice, but also small numbers. We also found that if you just count dice, instead of adding them, the flow increased.
2:54 PM ~Dan: Makes sense.
2:55 PM ~Dan: How long does character creation take?
2:55 PM +big_hats: “For 1 story point, the pet escapes when you are captured and you can act as the pet.” Ha ha ha ha! Nice.
2:57 PM +Krister: Dan: Characters can take as little as a few minutes if you just copy a template to the passport, to about half a session when you make characters in a group and discuss roles, templates, plot hooks, how you met etc, and you take time for customising your template.
2:57 PM ~Dan: How many templates are there, and can you give us some examples?
3:00 PM +Krister: We recommend making characters together, because you get a better team then, and you can also make a background for how you met. One player rolls a random location, then points at another player and describes how their characters met and what the album was called. Then the second character roll a random location, picks another player and tell the
3:00 PM +Krister: story how the two first met the third at that place, and so on.
3:00 PM +Ulfgeir: I can verify from playtests, that the character creation is rather quick. But you do want to make them together the whole group, as that does lead to much more hi-jinks, crazy ideas and banter…
3:02 PM +Krister: There are about a dozen templates: Adventurous Scholar, Aspiring Student, Caring Veterinarian, Cat Burglar, Cosmopolitan Dilettante, Curious Engineer, Elite Athlete, Globetrotter, INquisitive Journalist, Intrepid Explorer, Racing Driver, and Suffering Artist. WIth a little luck, Plainclothes Cop may be unlocked tonight.
3:02 PM +Krister: It’s also easy to create a template-less character, or make new templates.
3:03 PM ~Dan: I notice a lack of a Spy template. Is part of the premise that the PCs are not people with much support from the authorities?
3:04 PM +Krister: Yes, indeed. Plus that we want to have the option to include them if we write a spy sourcebook.
3:05 PM +Krister: It’s easy to circumvent though, using the make your own template option. One of the example characters is practically a spy, and was created using that option.
3:05 PM ~Dan: How do such normal folks (more or less) attract the attention of a global threat like the Octopus?
3:05 PM +big_hats: Uploaded file: (Link: https://uploads.kiwiirc.com/files/851e38b80c998a652f65924d9b9f17bc/tillieuxGiljourdan-2-742×1024.jpg)https://uploads.kiwiirc.com/files/851e38b80c998a652f65924d9b9f17bc/tillieuxGiljourdan-2-742×1024.jpg
3:05 PM +big_hats: No Private Detective either. What about Tif & Tondu, or Gil Jourdan?
3:07 PM +Krister: There is a plan for a future stretch goals, the Underworld Combo, which will include a Vigilante Lawyer and stats for mobsters.
3:08 PM +big_hats: Stats for mobsters would be very useful. Let’s hope we get it. 🙂
3:10 PM +Krister: Part of me agrees very much, but another part of me realised that I will have to write that stuff. 8)
3:10 PM +BarkingAlien: Stats for mobsters seems a given! Oh course you could always use common thugs.
3:11 PM ~Dan: Krister: Did you see my earlier question?
3:12 PM +Krister: Dan: Oh, there it was. I knew I missed something. 8)
3:12 PM ~Dan: 😉
3:13 PM +Catseye: hi
3:13 PM ~Dan: (Howdy, Catseye!)
3:15 PM +Krister: Most of the time, characters are just drawn into adventures. There are a number of plot hooks (11, to be precise, of which one involves the Octopus). Each adventure has startup handouts for about 4-6 plot hooks. If all characters in a normal group of 4-6 players have two plot hooks (if possible), then we’re guaranteed to have at least one plot hook
3:15 PM +Krister: in the adventure matching a plot hook from the characters. Then the director picks one or two of the matching plot hooks to kick off the adventure.
3:15 PM +danhunsaker: WELCOME TO THE LIGHTNING ROUND! OK, just kidding, but we _are_ in the last 15 minutes of the Q&A, so warm up those final questions! Here’s mine: What is your LEAST favorite thing about The Troubleshooters?
3:15 PM +Krister: And surprisingly often, the plot of the adventure means crossing the Octopus.
3:16 PM +Krister: Oh, that’s a tricky one.
3:16 PM ~Dan: danhunsaker is a tricky fellow.
3:18 PM +big_hats: (Looking at the cover, I noticed that the
3:18 PM +big_hats: license plates are wrong. 😉 The dont look like the one we had in France in the 60′, or the one we have now.) )
3:20 PM +Krister: Besides from being the designer, and thus always having to GM the game, I think that the sheer number of abilities can be daunting. We have tried to make a limited set of abilities to choose from in the templates, but since abilities are part of the engine of the game, there has to be a lot of them, which could make it hard to get an overview. I
3:20 PM +Krister: hope we have found a good balance.
3:20 PM ~Dan: Good answer!
3:20 PM ~Dan: (wb, SAVeira!)
3:20 PM ~Dan: You mentioned mooks earlier. Do you have special “mook rules”?
3:21 PM +Krister: big_hats: The licence plates are actually an homage. Two homages, actually – the 2CV has the same licence number as a particular Bond vehicle, and the Moskvitch has the same licence as a car in Spirou et Fantasio.
3:22 PM +danhunsaker: This about as close as you’re expecting to get to a bestiary in this one?
3:22 PM ~Dan: Well, he DID mention dinosaur stats…
3:22 PM +Krister: Mooks are simple dime-a-dozen villains. They have no name, 2 points of Vitality, one single attack, no Defence, and if you attack one and get Good Karma, the mook is out.
3:23 PM * ~Dan nods
3:24 PM +BarkingAlien: How strange and paranormal does the game get? Are we looking at aliens (Yoko Tsuno), ancient magic (Lupin III and others), strange creatures (Marsupilami)?
3:24 PM +Krister: danhunsaker: There are a number of Threat Files. It currently includes generic villains, animals including dinosaurs, Octopus personnel, army grunts, spies, and a lot more.
3:25 PM +Krister: BarkingAlien: We’re just touching that stuff with Weird Science and Lost Wisdom. We have not yet decided how far we will go, but that’s a decision for the future, in Phase 3 of our Grand Plan.
3:26 PM +danhunsaker: That phrasing isn’t nefarious at all, nope.
3:26 PM +BarkingAlien: Well put. Makes perfect sense.
3:26 PM +BarkingAlien: lol
3:26 PM +big_hats: Oh … I missed that. Weel, I don’t care about James Bond, but I’ve re-read Spirou & Fantasio recently. I just look up the turbotraction from La Corne du Rhinoceros, but the plate is 99 99 99, so that’s another car… I’am a bad fan. 🙂
3:26 PM ~Dan: In the time remaining, is there anything we haven’t covered that you’d like to bring up?
3:26 PM +Krister: For now, the idea is the Scooby approach – there’s usually a mundane reason for what appears to be supernatural.
3:27 PM ~Dan: And by the way, a big thanks to all of you who joined us for the Q&A. Please know that we are always open for general chat, and you’re always welcome to join us!
3:28 PM +Krister: Just one final thing: the reason that we put in imaginary kingdoms and Concorde like 11 years too early is as a signal to you: don
3:28 PM +Krister: Don’t burden yourself in research. Just have fun.
3:28 PM ~Dan: Cool. 🙂
3:29 PM ~Dan: Usual 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! 🙂
3:29 PM ~Dan: Thanks very much for joining us, Krister!
3:29 PM +Krister: Dan: Thanks for having me!
3:29 PM ~Dan: If you’ll give me just a minute, I’ll get the log posted and link you. 🙂
3:30 PM +Krister: Actually, one final FINAL thing: you can test The Troubleshooters now: we have a quickplay scenario at (Link: https://helmgast.se/troubleshooters/the-troubleshooters-archive)https://helmgast.se/troubleshooters/the-troubleshooters-archive