7:30 PM +WJ_MacGuffin: Hi folks! First, lemme thank Dan for organizing this and all y’all for being here!
7:30 PM ~Dan: Glad to have you here! 🙂
7:31 PM +WJ_MacGuffin: I’m WJ MacGuffin, a freelance game designer based out of Chicago, IL, USA. I’ve worked on Paranoia, Unknown Armies, and created the Sea of Thieves RPG. I technically wrote a Paranoia novel, I’m addicted to Buffalo wings, and I’m an American that actually lived overseas. 🙂
7:31 PM +archon_ascendant: Oh, no, Dan it’s WJ’s day! I’ll shush now.
7:32 PM +WJ_MacGuffin: It’s my day? Like a birthday? WHERE IS MY CAKE
7:32 PM +archon_ascendant: Overseas? Like is that where Mexico is? Or do you mean like Hawaii?
7:32 PM +archon_ascendant: O.o
7:33 PM +WJ_MacGuffin: Sea of Thieves is based on the video game of the same name. In fact, it was designed to emulate the video game ’round the table. It’s very free form, rules light, big on narration, and easy to play.
7:33 PM +WJ_MacGuffin: I lived in Saipan for 3 years, a summer in the UK (Cambridge, and yes I’m arrogant about it), and four weird months in Riyadh, Saudi Arabia.
7:33 PM +WJ_MacGuffin: I think that’s my intro. Did I miss something? 🙂
7:34 PM ~Dan: Yes. You forgot to say (done). 😉
7:34 PM +WJ_MacGuffin: Done.
7:35 PM ~Dan: Thanks, WJ_MacGuffin! The floor is open to questions!
7:35 PM ~Dan: What is the era of the game’s setting?
7:36 PM +WJ_MacGuffin: The Golden Age of Piracy, so the early 1600s. However, the setting is a pocket dimension where time is kinda absent.
7:36 PM ~Dan: Really? What’s the story behind that?
7:37 PM +GenoFoxx: so you could have a pirate with a sun-sword cutlass?
7:37 PM +WJ_MacGuffin: One of the requirements from Rare/Microsoft (developer/publisher of the video game) is that the RPG hew very close to the video game.
7:37 PM +WJ_MacGuffin: Since the vidya takes place solely in this pocket dimension, so does the RPG
7:38 PM +WJ_MacGuffin: As for a sun-sword cutlass, I don’t know what that is. But yes.
7:38 PM * ~Dan laughs
7:38 PM ~Dan: Well, let me rephrase: What’s the source of the pocket condition?
7:39 PM +GenoFoxx: beam saber
7:39 PM +WJ_MacGuffin: Ah, sorry! The source has not been revealed in either game. It just kinda … is.
7:39 PM +WJ_MacGuffin: It’s either Pirate Heaven or Pirate Hell depending on your POV
7:40 PM +WJ_MacGuffin: Beam Saber? Like a mech? Yeah, not piratey enough.
7:41 PM +WJ_MacGuffin: Unless you mean a lightsaber named differently to avoid a landslide of lawsuits from Disney, in which case yeah, not piratey enough.
7:41 PM ~Dan: How big is the pocket dimension, and does it incorporate a chunk of the real world?
7:42 PM +WJ_MacGuffin: The Sea of Thieves (its name) is connected to the oceans of the real world. To reach it, you have to survive a perilous trip through a “wall” or storms and thundering waves called The Devil’s Shroud.
7:43 PM +WJ_MacGuffin: The Sea is big enough to house around 100 small islands and an unknown number of pirates. Plus skeletons, megalodons, parrots, monkeys, ghosts, and more.
7:43 PM +WJ_MacGuffin: It does not have any part of the real world in it, just realworld people who managed to reach it
7:43 PM +Fiona: What’s the target audience/age group?
7:43 PM +WJ_MacGuffin: People do not age there, and death is only temporary. Just like the video game.
7:43 PM ~Dan: In my mind, you just answered Fiona’s questoin.
7:44 PM ~Dan: question, even
7:44 PM +WJ_MacGuffin: We designed specifically for two audiences: 1) Fans of the video game and 2) Folks who are new to roleplaying. It’s a very newbie friendly game.
7:45 PM +archon_ascendant: What’s the source of the victims that we prey on as pirates?
7:45 PM +archon_ascendant: like, do merchants get trapped there, or is it other pirates or what?
7:46 PM ~Dan: Or is it a circular swashbuckling squad? 😀
7:46 PM +WJ_MacGuffin: Woo boy, there are a number of potential piratin’ victims: Other pirates, skeletons, trading companies like the Merchant’s Alliance or the mystical Order of Souls, kraken, megalodons, even snakes.
7:47 PM +WJ_MacGuffin: Man, I hates snakes.
7:47 PM ~Dan: So do merchants deliberately travel to the Sea of Thieves for some reason?
7:47 PM +WJ_MacGuffin: Your biggest enemies are skeletons (which come in different varieties and literally climb up out of the sand) and other pirates of different abilities.
7:49 PM +WJ_MacGuffin: Once you get to the Sea, you’re stuck! Welcome to your new forever home, pirate. You cannot die, so get used to it. So no, merchants do not travel there on purpose. But enough have come through by accident that they set up companies to trade in spices, tea, cannonballs, etc.
7:49 PM +WJ_MacGuffin: The video game used these companies as quest givers, so the RPG does too.
7:50 PM ~Dan: Now, when you say “can’t die”, do you mean “ageless” or truly unable to die in any way?
7:50 PM +WJ_MacGuffin: Yes.
7:51 PM +WJ_MacGuffin: No one ages, but in both games, you come back a few turns after you die. Even ships reappear after being sunk.
7:51 PM ~Dan: Huh. So what happens if a pirate is devoured by a megalodon?
7:51 PM +WJ_MacGuffin: When you die, your spirit visits the Ferry of the Damned. It
7:52 PM +WJ_MacGuffin: s supposed to ferry you to the afterlife, but not in the Sea of Thieves. You just hang out there for a few before you magically return in your old body with your old gear.
7:52 PM +Fiona: That sounds rather frustrating…
7:52 PM +WJ_MacGuffin: The video game did this to keep people from facing too much downtime, so I copied it. Er, I leveraged it!
7:53 PM +WJ_MacGuffin: Frustrating in what way?
7:53 PM +WJ_MacGuffin: (So if you got all eating by giant prehistoric shark, you come back as if nothing happened.) There are penalties for dying, of course. But this way, everyone keeps playing the game!
7:54 PM +Fiona: It would be like the Groundhog Day of pirates. 😛
7:54 PM +Aratos: So is it similar then to the mechanism in Toon of having players sit out for a couple minutes?
7:54 PM ~Dan: What are the penalties for dying?
7:54 PM +WJ_MacGuffin: Hence why it’s both Pirate Heaven (I can swashbuck all I want forever!) and Pirate Hell (I have to deal with swashbuckling idiots forever!)
7:55 PM +WJ_MacGuffin: The RPG uses a d6 dice pool with custom dice. The number of dice represent your pirate skill, luck, and reputation. You gain more after completing an adventure. You lose one each time to die (your rep suffers since you got deaded).
7:56 PM +WJ_MacGuffin: Yes, Aratos! It’s so similar that I’m ashamed I didn’t just steal it outright. Here I am thinking I’m all clever and stuff.
7:56 PM ~Dan: So when you get a die, you lose a die?
7:57 PM +WJ_MacGuffin: Example: The intro adventure is called Dead Man’s Debt. You start with 2 dice. If you die, you go to 1 die. When you finish Dead Man’s Debt, you “level up” by getting a new die.
7:58 PM +archon_ascendant: OK, super-important question. If I enter the Sea of Thieves with a hook, peg leg, and eyepatch, and I die and come back, do I come back whole, or with a hook, peg leg, and eyepatch? And if I arrive whole, can I end up with some pirate bionics??
7:58 PM +WJ_MacGuffin: I’m glad we’re finally getting to the meaty questions. 🙂
7:59 PM +WJ_MacGuffin: If you died as described, you come back with that hook, peg leg, and eyepatch. You don’t heal from old wounds in the Sea.
7:59 PM ~Dan: Heh. 🙂
7:59 PM +WJ_MacGuffin: But yes, you can lose limbs in the Sea and have to use hooks or whatnot
8:00 PM ~Dan: Clearly, the supernatural exists in this setting. Is there magic? Voodoo, perhaps?
8:00 PM +archon_ascendant: I am a dark and bad person because I am like “OK! So I capture my rival Captain Redbeard and I amputate all of his limbs, now he is stuck with pegs and hooks even when he comes back, and I can take his ship and winches! Yarrr!”
8:00 PM +archon_ascendant: er
8:01 PM +archon_ascendant: I would like his ship and wenches to be clear
8:01 PM ~Dan: (I assume you want his wenches, although I’m sure his winches are handy.)
8:01 PM +WJ_MacGuffin: There’s magic in the game but it’s still a pirate game. No one casts spells, but there are curses.
8:01 PM +WJ_MacGuffin: And walking skeletons who want to kill you dead. That’s magical too.
8:01 PM +archon_ascendant: How does combat work?
8:02 PM +WJ_MacGuffin: You are a dark and bad person. I respect that.
8:02 PM +WJ_MacGuffin: The RPG uses the same system for all conflicts, literal combat or not. This can get tricky, so lemme know if I get confusing. Or confused. I do that a lot.
8:03 PM ~Dan: (Howdy, Silverlion!)
8:03 PM +WJ_MacGuffin: First, the GM creates a PROBLEM. This is a statement like, “The skeleton is going to kill you”. It has a Difficulty (say 4) and a Timer (4 again).
8:04 PM +WJ_MacGuffin: Then players create a SOLUTION and roll their pirate dice. If they get 4 successes, they defeat the skeleton.
8:04 PM +WJ_MacGuffin: If the Timer runs out and you didn’t get enough successes, the PROBLEM’s consequence happens. (I.e. you die)
8:05 PM ~Dan: Can I pause you there for a sec?
8:05 PM +WJ_MacGuffin: Of course!
8:05 PM ~Dan: Thanks! So if you don’t have 4 pirate dice in that situation, you’d get 4 attempts to accumulate 4 successes?
8:06 PM +WJ_MacGuffin: Yes. You can save successes from one turn to the next, and other players can pool their die results to help.
8:06 PM ~Dan: Got it. Please proceed!
8:07 PM +WJ_MacGuffin: The same happens in combat. The only difference is if you use a weapon at the right range (far for the sniper rifle, close for a pistol, very close for cutlass), you get a bonus die.
8:08 PM +WJ_MacGuffin: When you gets injured, you temp lose 1 die. If you run outta dice, you die and lose one permanently.
8:09 PM ~Dan: (Welcome to #randomworlds, kiwi_42!)
8:09 PM ~Dan: (You can set your name with the /nick command. 🙂 )
8:10 PM ~Dan: (Alternately, you can leave without saying a word.)
8:11 PM +WJ_MacGuffin: Ha!
8:11 PM +WJ_MacGuffin: Pirates are scary, I understand.
8:11 PM ~Dan: Hmm… So what was the difference between the pirate encounter and the combat you described?
8:12 PM ~Dan: The former seemed to be all-or-nothing in terms of death, while the latter involved taking damage.
8:12 PM +WJ_MacGuffin: It depends on the consequences in the PROBLEM, which is set by the GM.
8:13 PM +WJ_MacGuffin: Most combat ones use “… or get wounded”. But if there are many enemies or a powerful one, instadeath is a thing.
8:13 PM ~Dan: (Welcome to #randomworlds, kiwi_76!)
8:14 PM ~Dan: So in combat, if PCs can take damage, what happens to NPCs when they take a hit?
8:15 PM +WJ_MacGuffin: It totally depends on the players’ SOLUTION. For facing a skeleton, this could be run away, kill it, capture it, whatever players want to try.
8:16 PM +WJ_MacGuffin: That’s part of why players roll dice first … and then describe what their character does
8:16 PM +WJ_MacGuffin: The goal of this system was to provide a very flexible framework where players narrate more than do maths
8:18 PM ~Dan: So let’s say the pirates are fighting a group of skeletons. Pirate X says he’s going to attack Skeleton 1 with his cutlass. He rolls a hit. What happens?
8:18 PM +WJ_MacGuffin: First, he doesn’t roll to hit. There are no to hit or dmg rolls in this game. But here’s an example:
8:19 PM +WJ_MacGuffin: PROBLEM: “A skeleton will shoot you and give you a wound”, Difficulty 4, Timer 3.
8:19 PM +WJ_MacGuffin: The player says, “My SOLUTION is to kill the skeleton with my cutlass before it kills me”
8:20 PM +Fiona: Do players have to talk like pirates while playing?
8:20 PM +kiwi_76: will there be grog mechanics or is that RP specific ? same for cooking bananas
8:20 PM +WJ_MacGuffin: They roll their pirate dice and get two successes. That player narrates: “I jump to the right just in time to avoid the skelly’s shot. Then I strike true on his ribcage, hurting him but not destroying im”
8:20 PM +Fiona: Do they miss a turn for not saying Arrrrrr?
8:20 PM +Aratos: Does the rpg try to replicate the organised chaos that is sailing in the video game?
8:20 PM ~Dan: kiwi_76: You can set your name with the /nick command; e.g., /nick Dan 🙂
8:21 PM +WJ_MacGuffin: Fiona, pirate talk is encouraged but not required. Some people hate that talk so I wanted to respect that.
8:21 PM ~Dan: But if they don’t, how will the know when they aren’t playing and when they arrrrr?
8:21 PM +WJ_MacGuffin: Aratos, not really. Sailing in the video game is fun but fiddly, so in the RPG, you only roll to solve sailing PROBLEMS like avoiding rocks or maneuvering for a broadside
8:21 PM ~Dan: NotDan: Cute. 😉
8:22 PM +WJ_MacGuffin: Hey, pirate talk is all good but some people arrrrrr tired of it. 😦
8:22 PM ~Dan: 😀
8:23 PM ~Dan: True. Anyway, “arrrr” is so overdone. Instead, I’d have my players end every sentence with “sez I”.
8:23 PM +Fiona: Sez you.
8:24 PM +WJ_MacGuffin: There’s a glossary in the RPG that covers real terms like boatswain, port, aft, and gunwale
8:24 PM ~Dan: That’s handy.
8:24 PM ~Dan: Fiona: 😀
8:24 PM +WJ_MacGuffin: As for grog, yes! We have rules for drinking and being drunk. What kind of self-respecting pirate game wouldn’t!
8:25 PM +NotDan: will organized chaos in general be a theme of the rpg as in the vidya?
8:25 PM +NotDan: YES!
8:25 PM +Fiona: I’m drinking right now…
8:25 PM ~Dan: What are you drinking?
8:25 PM +Fiona: For tonight, my wine shall be known as grog.
8:25 PM +WJ_MacGuffin: Oh my yes. In playtesting, things got super chaotic but always in a good way.
8:26 PM +Fiona: Pinot Grogio
8:26 PM ~Dan: Nice. Cheers!
8:26 PM +WJ_MacGuffin: I’m a beer man myself, although I try to stick with light beers to keep the carbs down.
8:26 PM ~Dan: I’ve been drinking a lot of hard seltzers lately. Very refreshing.
8:27 PM +NotDan: are there planned boss archetypes or boss build instructions ?
8:28 PM +WJ_MacGuffin: A bit. In both games, there are Skeleton Captains (who have some intelligence and can speak a bit) and Skeleton Lords (badass magical bosses). But the biggest bosses are the legendary pirates like Duke or Silas Norridge, aka the Lord Protector of the Sea.
8:29 PM ~Dan: Are all the NPCs just represented by target numbers?
8:30 PM +WJ_MacGuffin: Nope! Some come with special abilities that can be used each turn or once per scene. Many of these abilities suck away your successes or give you tough problems like “Do I keep that success but take an injury, or do I avoid gettng hurt and abandon that success?
8:31 PM +WJ_MacGuffin: Humans and Skeleton lords also have personality traits so the GM can roleplay them.
8:32 PM ~Dan: Ah, I see.
8:32 PM +NotDan: in sot you die and respawn after getting boss rushed , do you respawn in a similar way?
8:32 PM +NotDan: timer and such
8:32 PM +NotDan: losing your ship
8:32 PM ~Dan: Piggybacking on NotMe’s question, where do you respawn?
8:33 PM +WJ_MacGuffin: Yep. In the RPG, you have to wait two turns before respawning aboard your ship (which might be a distance away from the problem)
8:33 PM +WJ_MacGuffin: Ships respawn as well, typically a few islands away from where it sank.
8:34 PM ~Dan: (Howdy, FreeGamer!)
8:34 PM +WJ_MacGuffin: You only lose the ship if the ship itself sinks
8:34 PM ~Dan: Speaking of sinking ships, how does ship combat work?
8:35 PM +WJ_MacGuffin: It uses the same system. But instead of taking damage, the ship gets new PROBLEMS like “Holes in the hull will sink the ship 4/5”. These happen concurrently with whatever combat-focsed PROBLEM led you there.
8:36 PM +WJ_MacGuffin: So you might have two successes for “The enemy ship will fire cannons until it sinks you” and then face “Holes in the ship will sink her” at the same time.
8:36 PM +WJ_MacGuffin: Then you have to decide: Keep going with the first Problem or spend time on the second one?
8:39 PM +WJ_MacGuffin: By the by, how am I doing? Should I type more, less, or in Cyrillic?
8:39 PM ~Dan: Heh. You’re doing fine. 🙂
8:40 PM ~Dan: So how do you determine that the enemy ship HAS put holes in your ship?
8:41 PM +WJ_MacGuffin: The key is to just focus on the Problem. If you solve it, then the holes have been plugged/boarded over. If you don’t by the time the timer ends, them holes sank your ship.
8:42 PM +WJ_MacGuffin: But there’s one mechanic I glossed over that makes this clear: The sinking die.
8:43 PM +WJ_MacGuffin: The d6s are custom and feature a skull-n-crossbones on one side. If you roll that, you have a choice: 1) Get rid of a stored success, 2) take a wound, or 3) ask the GM to create a brand new Problem.
8:44 PM +WJ_MacGuffin: At GenCon last year, one game I ran had five Problems active at the same time because players kept rolling that sinking die. 🙂
8:45 PM ~Dan: Doesn’t that mean that the better you are, the more problems you’re going to likely have?
8:46 PM +WJ_MacGuffin: Kinda. You also have one side of that die with a treasure chest. You have to choose: 1) get two successes instead of 1, 2) increase the Problem’s timer, or 3) Cancel any skull-n-crossbones you just rolled.
8:47 PM +WJ_MacGuffin: The max dice in your pool is 7.
8:47 PM +WJ_MacGuffin: So in the long run, treasure chests and skull-n-crossbones cancel each other out. In the short run, things get swingy. That actually works to build that chaos we talked about earlier.
8:49 PM +WJ_MacGuffin: Sidebar: I’m happy to talk about Sea of Thieves all night long. 🙂 But I also run the Paranoia line and could talk about game design if’n y’all want.
8:49 PM ~Dan: Hmm. Well, tell you what: Is there anything about Sea of Thieves that we haven’t covered that you’d like to bring up?
8:51 PM +WJ_MacGuffin: The game has taken some hits because it’s class-less, has no weapons to upgrade, and you narrate what your character did after rolling.
8:52 PM +WJ_MacGuffin: It’s different enough from standard RPGs that some folks don’t like it. That’s perfectly fine! But once players get past the differences, they absolutely love it. I am super proud to have made this!
8:52 PM +WJ_MacGuffin: Done. 🙂
8:53 PM ~Dan: Fair enough! I do have one more question, though…
8:53 PM +WJ_MacGuffin: Fire!
8:53 PM ~Dan: Given the abstract nature of the game, do you think it’s a good introduction to RPGs at large?
8:54 PM +Templum_Bee: Hey, guys.
8:54 PM +Fiona: Paranoia, you say? I’ve always been a little nervous of pirates. 😀
8:54 PM +Templum_Bee: How are you all?
8:54 PM +WJ_MacGuffin: Oh, definitely! One of the biggest barriers of entry is rules complexity. Tell someone they get to play a thief, and they love it! Tell them to digest all the rogue rules and their eyes glaze over.
8:54 PM +WJ_MacGuffin: (Hi Tempium!)
8:55 PM +WJ_MacGuffin: Sot RPG is great for beginners because the rules are simple. There are no separate mechanics for grappling or ship combat, and all you have to count is your dice.
8:55 PM ~Dan: (Howdy, Templum_Bee! Doing well, thanks! Q&A in progress; general chat going on in #randomworlds2 . 🙂 )
8:56 PM +WJ_MacGuffin: Plus, pirates! C’mon, everybody loves piratin’ adventures!
8:57 PM ~Dan: Right, but I would be concerned that if a newcomer to the hobby got introduced this way, a “regular” RPG (with attributes and skill and such) would be kind of a culture shock.
8:57 PM ~Dan: Granted, I’m just speculating here.
8:57 PM ~Dan: And sure, re: pirates!
8:57 PM +WJ_MacGuffin: It could be that, but it’s not like little league baseball players have a culture shock going to high school baseball.
8:58 PM +WJ_MacGuffin: Once you grasp the concept of roleplaying, you’re ready for more complex rules.
9:00 PM ~Dan: Fair enough!
9:00 PM ~Dan: (Howdy, Trug!)
9:00 PM ~Dan: So tell us of Paranoia! 🙂
9:01 PM +WJ_MacGuffin: Ah, Paranoia. The anti-RPG. The Hall of Fame RPG. The con legend RPG.
9:02 PM +WJ_MacGuffin: This game should not work. You play incompetent “heroes” who fight each other more than any enemy. PvP is a real thing, as are TPKs. Yet the rules work! Instead of getting butthurt over being told, “No, tough, you die, hahaha loser”, people laugh their butts off.
9:03 PM +WJ_MacGuffin: Has anyone here ever played Paranoia? (Besides Aratos who writes for the game)
9:03 PM ~Dan: I have played the most recent edition. And the card game.
9:04 PM +Trug: (Used to run it in university)
9:05 PM +WJ_MacGuffin: Fantastic! The current edition has players messing with each other during character generation and continues the tradition of Catch-22s, experimental devices that go BOOM, and more bureaucratic doublespeak than the DMV.
9:05 PM +WJ_MacGuffin: It’s also one of the few RPGs that does comedy well. It’s dark comedy to be sure, but the only time I saw someone not having fun with this game was an old wargamer who HATED chaos.
9:06 PM ~Dan: Must have been a Warhammer player. 😀
9:06 PM +WJ_MacGuffin: No. Avalon Hills’ Panzer Leader.
9:07 PM ~Dan: Ah. Well, I was making a joke re: chaos, but that’s even worse, under the circumstances. 🙂
9:07 PM +WJ_MacGuffin: And that’s fine! Like any game, Paranoia is not for everyone and there’s nothing wrong with that.
9:07 PM * ~Dan nods
9:08 PM +WJ_MacGuffin: That poor guy. He was confused because the system didn’t come with clear skills to cover every situation. He wanted “Pistol Use”, not “Violence”.
9:08 PM +Aratos: So out of curiosity, aside from the game mechanics obviously being very different how did you find the transition from writing for the previous edition to the new one? Like, is it largely the same or did you find the setting updates and shift in tone resulted in having to “unlearn” anything?
9:09 PM +WJ_MacGuffin: Not unlearn per se, but yes a big tone shift. In Paranoia, you can get away with being a bit cheeky and even teasing to the reader. There’s an openness in that game about design choices and the likelihood of survival (always low).
9:09 PM +WJ_MacGuffin: You can’t do that in most other games. So yeah, I had to switch gears and get way more sassy going from SoT RPG to Paranoia.
9:12 PM ~Dan: (Sorry, had to get up to let the wife make the bed.)
9:12 PM +Aratos: Ah, I actually meant in terms of writing for the current vs the 2004 edition of PARANOIA
9:12 PM +WJ_MacGuffin: Oh! No, not that I can think of. I mean, they’re very different systems but the tone and style remain. There are just small differences like using “terrorist” more and “Communist” less.
9:13 PM ~Dan: So did you work on the core book, or just the supplements? I wasn’t clear on that.
9:13 PM +WJ_MacGuffin: Is it cool if I linked to a Kickstarter video to give folks a good impression of the game’s tone?
9:14 PM +WJ_MacGuffin: I did NOT work on the core set. That was done by James Wallis and Grant Howitt, both excellent designers and good people.
9:14 PM ~Dan: Sure, re: video!
9:15 PM +WJ_MacGuffin: I was hired to add content for last year’s Acute Paranoia set. No one was in charge of the project, so I volunteered. The other designers had prior commitments, so there you go! But I also wrote for the XP edition.
9:15 PM +WJ_MacGuffin: (Link: https://youtu.be/lzFy5J3VMGY)https://youtu.be/lzFy5J3VMGY Here you go, one Kickstarter video that showcases the game’s snark and casual attitude towards violence and mayhem.
9:16 PM ~Dan: What are some of the supplements you’ve created?
9:17 PM +WJ_MacGuffin: For Paranoia, it’s a bunch: WMD, Criminal Histories, STUFF, STUFF 2, Acute Paranoia, and the current Kickstarter project called Project Infinite Hole.
9:18 PM ~Dan: Ah! And what is that?
9:18 PM +WJ_MacGuffin: Why, it’s the best thing since deli meat! (Bread is so passe).
9:19 PM +WJ_MacGuffin: It’s a supplement for Paranoia centred on the Research & Design group in the setting. The box set comes with three books, 120 cards, and a Paranoia campaign! Oh, and lots of experimental gear that will kill you *and* get you in trouble for dying.
9:20 PM +WJ_MacGuffin: Ha, look at me. “Centred”. I’m a yank, but when I write about Paranoia, I tend to fall into UK spellings because the publisher Mongoose is UK-based.
9:20 PM ~Dan: Heh. 🙂
9:21 PM ~Dan: Ooooh, I almost forgot to ask danhunsaker’s favorite question. Assuming you aren’t actually there, danhunsaker?
9:21 PM ~Dan: (I’ll give him a sec.)
9:21 PM +WJ_MacGuffin: In other words, I’m bilingual but only when typing different kinds of English.
9:21 PM +WJ_MacGuffin: Waiting! 🙂
9:22 PM ~Dan: Okay, doesn’t look like he’s “awake”, so I’ll do the honors…
9:22 PM +WJ_MacGuffin: Fire!
9:22 PM ~Dan: What is your LEAST favorite aspect of Sea of Thieves?
9:23 PM +WJ_MacGuffin: Damn good question! I’d say my least favorite was the editing process. I wrote stuff, playtested, and made edits. Then Mongoose Publishing requested more edits. Then Rare (the video game developers) requested still more edits. Then Microsoft (the exclusive publisher) requested yes still more freaking edits. Ugh.
9:24 PM * ~Dan nod
9:24 PM +WJ_MacGuffin: All these requests were decent, but you know how too many cooks spoil the .. broth? Meal? Something.
9:24 PM ~Dan: Yeah, I gotcha. Good answer!
9:24 PM +WJ_MacGuffin: That made proofreading a nightmare because I held four separate versions of the rules in my head 🙂
9:25 PM ~Dan: Hmm. So, we have about 5 minutes left in “regulation” time, but I want to give you time to talk more about Paranoia. Are you doing okay for time, or do you need to wrap things up?
9:25 PM +WJ_MacGuffin: I should wrap this up in 5-10 min if that’s cool. I still have some writing to do tonight
9:27 PM ~Dan: Okay then! In the time remaining, is there anything we haven’t discussed that you’d like to bring up?
9:28 PM ~Dan: And while you’re thinking, 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! 🙂
9:29 PM +WJ_MacGuffin: I’m an old gamer. (I hit 50 this year.) I cut my teeth on the Holmes D&D edition, and watched the hobby evolve over the years. I’m super excited about what’s been going on lately! Story games are amazing, OSR games are amazing, and thanks to self-publishing, we have soooooo many great options out there! That’s why I very much recommend trying new
9:29 PM +WJ_MacGuffin: games whenever you can.
9:29 PM ~Dan: Awesome. 🙂
9:30 PM ~Dan: Thanks very much for joining us, WJ_MacGuffin!
9:30 PM +WJ_MacGuffin: Our hobby is now rich, vibrant, and diverse. Try new systems, settings, etc. Explore our hobby! (And if you explore over to Kickstarter and back Project Infinite Hole, I’ll be your friend.)
9:30 PM +WJ_MacGuffin: My absolute pleasure! Thank you for making this happen, and thanks to all y’all for being here. It was a blast!
9:30 PM ~Dan: I’m glad! I hope you won’t be a stranger. We’re always open, and you’re always welcome!
9:31 PM +WJ_MacGuffin: Thanks, I think I will drop by again!
9:31 PM ~Dan: Now, if you’ll give me just a minute, I’ll get the log posted and link you!
9:31 PM +WJ_MacGuffin: Take your time!