7:31 PM +Nathan_Russell: Hey all, I am Nathan Russell. I live in Australia and write games as virtually my only form of exercise!
7:31 PM +Nathan_Russell: I recently published Neon City Overdrive, subtitled “a game of cyberpunks”.
7:32 PM +Nathan_Russell: It is a relatively rules light game that focuses on story and cool description. It was built upon the basis of a previous game, Freeform Universal, though with some very distinct tweaks and modifications.
7:33 PM +Nathan_Russell: It is a broad sketch of a setting and overall Neon City Overdrive (NCO) is designed to let players and GM create the kind of cyberpunk adventures and experiences they want to emulate.
7:33 PM +Nathan_Russell: Done
7:34 PM ~Dan: Thanks, Nathan_Russell! The floor is open to questions!
7:34 PM &Silverlion: I own Neon City Overdrive. I’ve not given it and the supplements little reads.
7:34 PM +PuppycatProductions: So, what makes your cyberpunk setting unique?
7:34 PM &Silverlion: But I do like it, so can you explain the base mechanic for others?
7:34 PM ~Dan: In terms of setting, what makes it unique among…. yeah, that. 🙂
7:34 PM +Nathan_Russell: Okay.
7:35 PM +PuppycatProductions: Or, you say cyberpunk, I’m assuming megacorps, cyberware, dehumanizing, blurring the line between man and machine, and lots of hacking.
7:35 PM +PuppycatProductions: Set in the distant future: the year 2000.
7:36 PM +Nathan_Russell: Setting: The core book was written so the setting was as “broad stroke” as possible. i purposely have not mentioned a date, it is simply “the future” which leaves players to adjust things based on the kind of cyberpunk they like.
7:36 PM +Nathan_Russell: But the core cyberpunk tropes are there…
7:36 PM +Nathan_Russell: Mega corps, cyberwar, an ever-present matrix construct called the Grid,
7:37 PM +PuppycatProductions: Now I have “The Grid” by Daft Punk stuck in my head.
7:37 PM +Nathan_Russell: The idea behind this is that cyberpunk has been interpreted in a range of ways through films, book and TV. Some people want their games to be like Bladerunner, while others want Judge Dredd, and others Ghost in the Shell. They are all cyberpunk, but each different
7:38 PM +Nathan_Russell: Hahah!
7:38 PM +Malckuss: What was the impetus behind designing NCO?
7:38 PM +Nathan_Russell: In terms of the setting that is provided in the book, it is brief.
7:38 PM +PuppycatProductions: (Link: https://www.youtube.com/watch?v=-UOTLTgDH44)https://www.youtube.com/watch?v=-UOTLTgDH44
7:40 PM +Nathan_Russell: NCO was an idea that has been in my head a long while. I have been playing around with it for a number of years. It wasn’t necessarily to fill a niche in the market or because I felt that other cyberpunk games weren’t adequate. I like to write games, and I love cyberpunk and so I made myself a chocolate and peanut butter game!
7:40 PM ~Dan: (Welcome to #randomworlds, blackwingedheaven!)
7:40 PM +blackwingedheaven: Hi diddly ho!
7:40 PM ~Dan: (Tonight’s topic: (Link: https://www.drivethrurpg.com/product/307995/Neon-City-Overdrive)https://www.drivethrurpg.com/product/307995/Neon-City-Overdrive )
7:40 PM +Nathan_Russell: Hi!
7:40 PM +PuppycatProductions: So, more on the mechanics than setting side. How do your mechanics work, then?
7:40 PM +PuppycatProductions: And what level of crunchiness?
7:41 PM +Nathan_Russell: Having said that, I am eagerly awaiting Cyberpunk 2077 and that no doubt had an influence.
7:41 PM +Nathan_Russell: Sure, rules…
7:41 PM ~Dan: (FYI, blackwingedheaven is the author of Heroes of Terra, a Savage Worlds Mario Bros.-like setting. We’re getting him set up with a Q&A of his own.)
7:41 PM +Nathan_Russell: Cool!
7:42 PM +blackwingedheaven: I’m happy to be here for this, regardless–NCO looks wicked awesome!
7:42 PM +Nathan_Russell: The game works on a dice pool mechanic where you roll d6 in two different colours. Action dice represent everything working in your character’s favour, from abilities to environment to pure chance. Danger dice represent all the things that want to stop a character from succeeding.
7:42 PM +PuppycatProductions: Interesting.
7:43 PM +Nathan_Russell: You roll all your Action and Danger dice together. Each Danger die cancels a matching Action dice. The highest remaining action die is your result.
7:43 PM +Nathan_Russell: 3 or less, failure
7:43 PM +Nathan_Russell: 4-5 partial success
7:43 PM +Nathan_Russell: 6 complete success
7:43 PM +Nathan_Russell: Each additional 6 is a “boon” that is like a critical success.
7:43 PM +Nathan_Russell: You can also both the roll if all the action dice are cancelled or the only remaining Action dice are 1’s
7:44 PM +Nathan_Russell: botch not “both”
7:44 PM &Silverlion: Ah. Yes.
7:44 PM +Nathan_Russell: This is the mechanic for everything you do in the game.
7:45 PM +Nathan_Russell: The number of Action and Danger dice you will roll ALWAYS depends on the situation, the “fiction” you are creating at the table.
7:45 PM +Nathan_Russell: In this way, the players and GM are asked to lean into their common sense, what they think is cool, and the established facts of the story.
7:45 PM +Nathan_Russell: Done
7:46 PM ~Dan: Do you have a character sheet that we can see?
7:46 PM +Malckuss: Were Blades in the Dark or Technoir either mechanical inspirations?
7:46 PM +Nathan_Russell: Certainly. Lets see if I can upload it!XD
7:47 PM +Nathan_Russell: Uploaded file: (Link: https://uploads.kiwiirc.com/files/39e657aa30adb182fcaa5b8bf7f656e5/NCO-example-character-Rook.jpg)https://uploads.kiwiirc.com/files/39e657aa30adb182fcaa5b8bf7f656e5/NCO-example-character-Rook.jpg
7:47 PM +Nathan_Russell: Re Blades and Technoir
7:49 PM +Nathan_Russell: That’s probably a yes and no! NCO is built on the basis of another of my games, FU, which uses a similar resolution mechanic with 6 possible results. Over the last few years I have come to appreciate the more succinct fail/partially succeed/completely succeed resolution of PBTA and Blades.
7:50 PM ~Dan: (Howdy, areyouplanetbound!)
7:50 PM +Nathan_Russell: Technoire was less of an inspiration but there appears to be a significant overlap because Technoir and FU have a lot in common – using verbs, adjectives etc to define characters.
7:50 PM +Nathan_Russell: I really like how Blades laser focuses on the mission and wanted to capture a little of that in NCO.
7:51 PM +Nathan_Russell: Without the moves and extra sheets. (I am lazy!)
7:51 PM +Nathan_Russell: Done
7:51 PM +Nathan_Russell: Want to take a tour of the character sheet?
7:51 PM ~Dan: Yes! Give me just a sec first, though…
7:52 PM +Nathan_Russell: Okay
7:53 PM ~Dan: Okay, sorry. Had to take care of something in another window real quick.
7:53 PM +Nathan_Russell: No problem.
7:54 PM +Nathan_Russell: The example is a character I designed as part of a blog post over on my website. So people can go check it out later. But I will go over character creation.
7:55 PM ~Dan: Cool!
7:55 PM +Nathan_Russell: NCO uses “trademarks” to define who/what your character is. Think of these a bit like character classes in other games.
7:55 PM +PuppycatProductions: I wanted an example of a basic skill resolution.
7:56 PM +PuppycatProductions: At some point.
7:56 PM +Nathan_Russell: Okay, I will do character gen and then go into the specifics of game mechanics after that.
7:56 PM ~Dan: Let’s see how the character is built, then see how they work in action.
7:57 PM +Nathan_Russell: Each trademark is essentially a cyberpunk stereotype.
7:57 PM +Nathan_Russell: Bounty hunter, codeslinger, grifter, etc
7:58 PM +Nathan_Russell: They are described simply as a name, a list of triggers (cliches, skills, abilities) and some example flaws.
7:59 PM +Nathan_Russell: The triggers are simply designed to give you the scope of the trademark, for example the “Bounty Hunter” has things like Track, Brawl, Chase, Awareness, Subdue
7:59 PM +Nathan_Russell: When you make a character you start by choosing three trademarks and noting down all the triggers.
8:00 PM +Nathan_Russell: By doing this you are creating a sketch of who your character is. Trademarks are divided into things like “backgrounds”, “roles”, “advantages” etc but you can pick any you like.
8:00 PM +Nathan_Russell: In the example above, the player has chosen the trademarks Metroplexer, Mil-Spec Grungiest and Paladin.
8:01 PM +Nathan_Russell: Metroplexer is a trademark that defines the character’s past (they grew up in the massive urban metroplex, a bit like the “block” from the Dredd movie).
8:02 PM +Nathan_Russell: Mil-spec grunt is actually an artificial body, called a “skin” in NCO. So this character has had their consciousness transferred into a military-grade clone or cyborg body.
8:02 PM +Nathan_Russell: Finally, Paladin is a talented warrior and defender of the streets.
8:03 PM ~Dan: A “street samurai”?
8:03 PM +Nathan_Russell: *ahem* Yes. 🙂
8:03 PM ~Dan: 🙂
8:04 PM +Nathan_Russell: By looking at the three chosen trademarks we can see a bit about the characters past, and present
8:04 PM +Nathan_Russell: By looking at the listed triggers we can see all the kinds of things the character is pretty good at doing.
8:04 PM +Nathan_Russell: Is this kind of clear so far?
8:05 PM +Nathan_Russell: The trademarks/triggers are the core of your character. Use them to decide what your character can and cannot do during the game.
8:05 PM ~Dan: I think so… I’m not clear on the difference between a Trigger and an Edge.
8:05 PM +Nathan_Russell: Great question!
8:06 PM +Nathan_Russell: Triggers are essentially just description that help me decide what trademark I might use for an action.
8:07 PM +Nathan_Russell: If I am going to shoot at a street thug, I will probably be using my Paladin trademark, as the other trademarks don’t have “shoot” listed.
8:07 PM +Nathan_Russell: When you have chosen your three trademarks, you then get to write 4 edges.
8:07 PM +Nathan_Russell: An edge is a “specialisation”
8:08 PM +Nathan_Russell: Every Paladin is good at shooting, because it is listed as a trigger. But if I decide to write “Shoot” as an edge, then i am particularly skilled – more so than a Paladin that does not have the shoot edge.
8:08 PM ~Dan: Ah, I see.
8:09 PM +Nathan_Russell: This is where the dice mechanics kicks in. I will go into more detail later, but essentially, If I shoot at someone I would add 1 Action die for being a paladin. If I have the shoot edge, i would add another Action die to my pool.
8:09 PM ~Dan: Gotcha.
8:09 PM +Nathan_Russell: So far, my character consists of three trademarks and four edges.
8:10 PM +Nathan_Russell: Every edge MUST be linked to a trademark though.
8:10 PM ~Dan: (Howdy, Eric_E!)
8:10 PM +Nathan_Russell: Hi there!
8:10 PM +Eric_E: Hiya folks
8:11 PM +Nathan_Russell: I can put all four of my edges “under” a single trademark, or give two trademarks one edge, and the third two edges, or any other combo.
8:11 PM * ~Dan nods
8:11 PM +Nathan_Russell: The example character has one edge in metroplexer, two in mil-spec grunt and 3 in paladin. This isn’t cheating – you get to add more edges later in the character gen process!
8:12 PM +Nathan_Russell: The example character is therefore REALLY good at sword fighting. In melee combat I would get a die for my Paladin trademark, another for Kick ass edge and a third for Sword!
8:12 PM ~Dan: As an aside, this puts me in mind of BareBones Fantasy, which uses “classes” as skills.
8:13 PM ~Dan: Kick Ass is any sort of fighting?
8:13 PM +Nathan_Russell: I have heard of it but am not familiar. There are a few good games that do this. Risus uses “cliches” in a similar manner.
8:13 PM +Nathan_Russell: Ass kicking is any kind of fighting!
8:13 PM ~Dan: Cool. 🙂
8:13 PM +Nathan_Russell: The triggers are designed to be evocative and inspire action.
8:14 PM +Nathan_Russell: And if you want, you might be able to convince the GM that it is useful in other situations. Im not sure about ass kicking, maybe in intimidating a target..
8:14 PM ~Dan: So if he had Brawling as an Edge under Metroplexer, he could combine that with Kick Ass as well?
8:15 PM +Nathan_Russell: Not if Kick ass was under Paladin.
8:15 PM +Nathan_Russell: You are better off making each trademark good at a “thing”
8:15 PM ~Dan: Ah… So you can only do combinations under the same trademark?
8:15 PM +Nathan_Russell: Yes, that’s right.
8:16 PM +Nathan_Russell: There is a rule where you can combine 2 trademarks by spending Stunt points, a limited resources each character has.
8:16 PM +Malckuss: Unless you use stunt points, IIRC
8:16 PM +Nathan_Russell: spot on
8:17 PM +Nathan_Russell: This “double up” of trademarks with a stunt point can make a character really powerful!
Session Close (#randomworlds): Tue Sep 15 20:17:19 2020 -0500
Session Start (Dan:#randomworlds): Tue Sep 15 20:17:27 2020 -0500
8:17 PM ~Dan: (Whoops.)
8:17 PM +Nathan_Russell: Hahah. Thanks!
8:17 PM ~Dan: (Did I miss anything?)
8:17 PM +Nathan_Russell: Ha! You disappeared!
8:17 PM +Nathan_Russell: Nah
8:17 PM +Nathan_Russell: Getting back to character gen…
8:18 PM +Nathan_Russell: With trademarks and edges chosen, you write two flaws. These are drawbacks, problems or disadvantages
8:18 PM +Eric_E: (ahhh, i have this one)
8:18 PM ~Dan: (And please continue — I need to take a quick restroom break.)
8:18 PM +Nathan_Russell: You get to write anything you like, but each trademark offers a few examples.
8:18 PM +Nathan_Russell: You want your flaws to come into play, so make them interesting.
8:19 PM +Nathan_Russell: The GM should also be looking at the PC’s flaws so they can incorporate them into play.
8:19 PM &Silverlion: Neat.
8:19 PM +Nathan_Russell: After flaws you write your gear – anything that is appropriate for your character concept. There is no “money” or other accounting in the rules.
8:20 PM +Nathan_Russell: There is “special gear” that you get to pick at the start of each “job” (what NCO calls adventures/missions).
8:21 PM +Nathan_Russell: The idea behind the gear rules is to get away from the constant purchasing of more/better gear that seem to distract some cyberpunk games
8:22 PM +Nathan_Russell: Normally gear just gives you “permission” to do something. You need a gun to shoot someone, for example.
8:22 PM +Nathan_Russell: Special gear can have 1 or more tags. These will add Action dice to pools when useful.
8:22 PM &Silverlion: Can I steal that?
8:22 PM &Silverlion: Seriously? 😀
8:23 PM +Nathan_Russell: The special gear rules?
8:23 PM +Nathan_Russell: I’ll shut my eyes.
8:23 PM &Silverlion: Yes. I’ve been stuggling with out to handle gear in E.o.N (Horror-Space Opera)
8:23 PM &Silverlion: how*
8:23 PM +Nathan_Russell: I am pretty sure I was inspired by an OSR game.
8:24 PM +Nathan_Russell: The Black Hack, or Into the Odd or something along those lines.
8:24 PM +Nathan_Russell: Also, gearing up at the start of a mission just makes it feel like a cool movie montage!
8:25 PM ~Dan: Hmm… So what’s the point of a monofilament sword if it’s no different than a normal sword in terms of game mechanics?
8:25 PM +Nathan_Russell: None!
8:25 PM +Nathan_Russell: Some people really struggle with this, so I will explain
8:26 PM +Nathan_Russell: Fiction-wise, both a steel sword and a monofilament sword do the same thing – they cut stuff. There is no difference in the story or the outcome for the target/victim.
8:27 PM +Nathan_Russell: However, if you want your cyberpunk to have a really cool monofilament blade that is extra dangerous you might make it a piece of Special gear.
8:27 PM +Nathan_Russell: In this case it would be recorded as:
8:27 PM +Nathan_Russell: Monofilament blade (razor sharp)
8:28 PM ~Dan: A bit redundant in this case, but okay. 😉
8:28 PM +Nathan_Russell: Now, because it has a tag (the bit in brackets), you get to add an Action die to any check where the razor sharp sword would be useful.
8:28 PM ~Dan: But I get what you mean.
8:29 PM +Nathan_Russell: The key is to think as most equipment as props or set dressing – they make your character look cool.
8:29 PM +Nathan_Russell: If you want the equipment to provide a mechanical advantage you have to make it special gear, which is finite.
8:30 PM +Nathan_Russell: The last major component of a character is their Drive.
8:30 PM +Nathan_Russell: This is why they go out into the streets and risk their life. Once again it can be anything you like, but should be specific, like “Kill my brother’s killer” or “Protect my home block from the Kitsune Media takeover”
8:31 PM +Nathan_Russell: This is about story, putting your character “into” the world and giving the GM adventure seeds.
8:31 PM +Nathan_Russell: With a drive chosen you are pretty much done. You give your character a name, can make a few adjustments (swapping Stunt points for more edges) and write a description.
8:32 PM +Nathan_Russell: It has taken me a really long time to explain something that takes about 15 minutes in play!
8:32 PM +Nathan_Russell: Done
8:32 PM +Nathan_Russell: Questions?
8:32 PM ~Dan: Not at the moment. You explained that pretty well, IMHO.
8:32 PM +Nathan_Russell: Thank you.
8:33 PM ~Dan: Do NPCs get stats, or are the just rated as complications to a roll?
8:33 PM +Nathan_Russell: Anything that isn’t a player character is probably a Threat. These get a name, list of tags (edges) and one or more “hit boxes”
8:34 PM +Eric_E: How do characters progress?
8:34 PM +Nathan_Russell: They essentially add Danger dice to the dice pool
8:34 PM +Eric_E: How do they develop?
8:34 PM +Nathan_Russell: Great questin
8:34 PM +Nathan_Russell: question.
8:34 PM +Nathan_Russell: There are two parts to progression.
8:35 PM +Nathan_Russell: A character earns experience points (a few each job). When you get 5 XP you “advance” by writing a new edge or trademark (maximum of 5 trademarks total).
8:36 PM +Nathan_Russell: At the end of each job, you also get “leverage”
8:36 PM +Nathan_Russell: This represents cash, reputation, information and anything else that a character can use to pursue their drives.
8:37 PM +Nathan_Russell: You spend leverage during downtime to heal serious injuries (called traumas), mark an extra XP, or work towards a drive.
8:38 PM +Nathan_Russell: Drives have a track of 10 boxes. When you spend leverage you can “tick” a box. When all the boxes are filled your character has managed to finally face their goal/achieve their drive and will retire.
8:38 PM ~Dan: Huh. So why would a player want to do that?
8:38 PM ~Dan: Since it essentially “kills” the character.
8:39 PM +Nathan_Russell: Some people like this idea, others don’t. I wrote it because cyberpunk heroes are almost always looking to “get out” of the business. It’s just a matter of whether they survive long enough. It is a genre emulation thing.
8:39 PM +Nathan_Russell: The good news is, you can fill that track as fast or slow as you like.
8:40 PM +Nathan_Russell: The Drive track can also be filled with “crosses” that negatively affect the characters chances of succeeding at their drive.
8:40 PM +Nathan_Russell: This provides a little pressure and further hooks for adventures.
8:40 PM +Nathan_Russell: But you are right, it does remove the character from play.
8:40 PM +Lee: Would it be possible through extended play to create a new Drive? I know in fiction many protagonists retire to an island and live quietly, but in gaming they tend toward larger-than-life rather than slipping into the background noise.
8:41 PM +Lee: (comparing William Gibson to ShadowRun is odd, true, but is it possible?)
8:41 PM +Nathan_Russell: Absolutely. I don’t have any specific guidance on that, but it is do-able.
8:42 PM +Malckuss: It might be a good idea for those unfamiliar with NCO to hear a bit about Skinjobs and Psions, then I would ask you to tell us a little bit about the Grid.
8:42 PM +Nathan_Russell: Especially if the drive is in-advertantly completed early
8:42 PM +Nathan_Russell: You just want the gossip on the grid. 🙂
8:42 PM +Nathan_Russell: Sure!
8:43 PM +Malckuss: True, but I also want new people to see why NCO is so awesome.
8:43 PM +Nathan_Russell: I have two supplements out for NCO, Skinjobs and Psions. They both add more detail to the setting. Skinjobs explains how a person has their consciousness transferred to an artificial body and gives more example trademarks to use.
8:45 PM +Nathan_Russell: Psions introduces psionic powers into the game. There is lots of advice/examples on why psionic might be present in your setting and in this way is more like a toolbox for players, rather than outlining specific setting details. It then goes into a range of example psionic powers – everything from telepathy and pyrokinesis to technopathy and meta
8:45 PM +Nathan_Russell: healing.
8:45 PM +Nathan_Russell: The rules give example powers and advice on how to use psionic in play and then rounds out with two “mini settings” that people were pretty excited about.
8:47 PM +Nathan_Russell: The first setting, “Psiberpunks” is the default setting for NCO, if you and your players don’t want to emulate a favourite book or make up your own details. It is essentially “psions on the run from the government / mega corps”. Think X-men.
8:47 PM ~Dan: What sorts of Trademarks are in play with psions?
8:48 PM +Nathan_Russell: The second mini setting is Grimm City. In this setting, psionic is more like magic. Every fairytale and legend from our past is true, fantasy creatures walk the streets and magic items are sold in black markets.
8:48 PM +Nathan_Russell: In Psions the trademarks are divided by psionic ability. There is 7 psionic abilities, and three or four trademarks for each.
8:48 PM +PuppycatProductions: Dose it feature a lot of running through the shadows?
8:48 PM +Nathan_Russell: It might….
8:48 PM +PuppycatProductions: Grimm city that is?
8:48 PM +Nathan_Russell: Some example trademarks…
8:49 PM &Silverlion: That’s awesome 😀
8:50 PM +Nathan_Russell: “standard” psionic trademarks include things like the Precog or Psi-Blade (both precognition psions), the Mimic (think doppelgänger), pyro, smoke jumper and radiohead.
8:50 PM +Nathan_Russell: In Grimm City, trademarks include…
8:51 PM +Nathan_Russell: Dwarf, Elf, Goblin, Pixie and Kitsune, as well as things like elementalist, druid and warlock
8:51 PM &Silverlion: Nice.
8:52 PM ~Dan: So did you create a full-blown magic system for that?
8:53 PM +Nathan_Russell: The psionic powers work with the same basic check. Each power is essentially represented by a trademark and you need to have a relevant trademark/triggers to attempt something.
8:53 PM +Nathan_Russell: After that, it relies mostly on common sense and the narrative.
8:53 PM +Nathan_Russell: I do provide lots of example powers/uses though.
8:54 PM +Nathan_Russell: For example, the Pyro trademark has triggers like Blast, Burn and Control fire
8:54 PM +Nathan_Russell: So they can attempt to throw fireballs or manipulate flames.
8:55 PM +Nathan_Russell: Done
8:55 PM +Nathan_Russell: Oh, the Grid!
8:55 PM +Nathan_Russell: I am working on another supplement that provides more detail about the internet and interfacing in NCO.
8:56 PM +Nathan_Russell: It has taken me a while to complete because… life! It is close to completion now, though.
8:56 PM +Nathan_Russell: It will provide more trademarks for characters that focus on grid running and hacking. It also fleshes out the grid structure and interesting locations that might be found online.
8:57 PM ~Dan: Do you use the classic VR setup?
8:57 PM +Nathan_Russell: It uses a few ways to interface. This is so players can concentrate on the style/approach they like.
8:58 PM +Nathan_Russell: Essentially, there is The Overlay and The Grid.
8:58 PM +Nathan_Russell: The overlay is AR, holograms, heads-up-displays etc. Some of it can be seen in “real world” (holograms) and some needs chips, goggles or the like to get the most out of it.
8:59 PM +Nathan_Russell: The Grid itself is virtual reality that a player can inhabit and explore via their avatar. Think Tron, Ready Player One and even the Matrix.
8:59 PM +Malckuss: There was recent mention in the Peril Planet newsletter, regarding this very Q&A a tidbit about the Action Tales! system. What is that?
9:00 PM +Nathan_Russell: To access the grid you either need an interface chip, a grid-box (a bulky VR hemet) or grid suite which is like a sensory deprivation tank.
9:00 PM +Nathan_Russell: I will get to Action Tales in a moment.
9:01 PM +Malckuss: Sure.
9:01 PM +Nathan_Russell: The idea behind having three ways to access the grid is so players can decide if everyone is “chipped” in their version of NCO, or if only expert hackers go that far and everyone else sits at home with a computer on their face.
9:01 PM +Nathan_Russell: Like much of NCO I have tried to leave room for players to make their setting their own.
9:02 PM +Nathan_Russell: Any other questions about the grid?
9:02 PM +Malckuss: (Sorry…I forgot the chat was over at 9:30 not 9 and wanted to get that question in.)
9:02 PM ~Dan: No worries, Malckuss!
9:02 PM +Nathan_Russell: No problem. An I can stick around for a little longer if needed.
9:03 PM ~Dan: Regarding the Grid: Can you be physically harmed by things in the Grid if you’re chipped?
9:03 PM +Malckuss: That would make me one happy panda/Peril Planet fan!
9:03 PM +Nathan_Russell: You sure can. Damage in in NCO is pretty abstract, and this is a pretty good place to talk about harm I suppose!
9:04 PM +Nathan_Russell: When a character is harmed in any way (there is no real distinction between physical or mental harm/stress) they will either “mark a hit” or suffer a “condition”.
9:05 PM +Nathan_Russell: Each character has three hit boxes. If you need to mark a hit but have no hit boxes left you instead must write a trauma – a nasty physical or psychological injury that will not heal during the current game session.
9:06 PM +Nathan_Russell: This can make combat pretty nasty, if you are not careful and just stand around letting an enemy whack away at you!
9:06 PM ~Dan: How does armor work in this game?
9:06 PM ~Dan: (Welcome to #randomworlds, heartwizard!)
9:06 PM +Nathan_Russell: Sometimes, instead of marking a hit you might suffer a condition. There are six written on the character sheet – things like Angry, Dazed, Scared, Exhausted.
9:07 PM ~Dan: (Current topic, heartwizard: (Link: https://www.drivethrurpg.com/product/307995/Neon-City-Overdrive)https://www.drivethrurpg.com/product/307995/Neon-City-Overdrive )
9:07 PM +Nathan_Russell: Armor is gear so may or may not have an impact on a combat. It comes down to the descriptions used.
9:07 PM ~Dan: I’m disappointed that you included Dazed but not Confused.
9:07 PM +Nathan_Russell: Haha!
9:09 PM +Nathan_Russell: In combat if the player is attacking they describe what they are doing to injure a target, gather dice (both Action and Danger) and roll. They might get Action dice for edges (remember the Paladin with Kick ass?!) and a piece of special gear (that monofilament sword). Danger dice will be added for situational disadvantages (cornered) and the
9:09 PM +Nathan_Russell: target’s tags.
9:10 PM +Nathan_Russell: A target might have tags like “heavily armoured”, which is how arbor comes into play. It adds a Danger die to the player’s pool.
9:10 PM ~Dan: I see.
9:10 PM +Nathan_Russell: When defending, the player also rolls.
9:11 PM +Nathan_Russell: If the player describes their character as “dodging out of the line of fire” then anything on their character sheet or in the scene description will add Action dice to their pool. They might get a die for being a Paladin and maybe the Gm is happy enough to let Kick ass cover avoiding having your ass kicked, too!
9:11 PM +Malckuss: This could also be a firewall or other tagg/edge that might protect a pc from grid-based harm.
9:11 PM +Nathan_Russell: Absolutely
9:12 PM +Nathan_Russell: In real space, if there are a bunch of boxes to dodge behind, that might also give a bonus die.
9:12 PM +PuppycatProductions: So, let’s say I want to play a paladin, but I don’t like a couple of the skills that come with it, and instead want one and only one of the things the psion can do. Am I correct in reading that I have to take ranks in psion and buy all their abilities as a bulk package?
9:12 PM +Nathan_Russell: Not quite.
9:13 PM +Nathan_Russell: I would start with a conversation with your GM. They might be happy to say Paladins in your setting all have psionic powers, so it counts as your psionic trademark.
9:13 PM +Nathan_Russell: If not, then you would need to take another psionic trademark – you would have Paladin and Pyro, for example.
9:13 PM +Nathan_Russell: HOEVER
9:14 PM +Nathan_Russell: HOWEVER!
9:14 PM +PuppycatProductions: HOWEVER?
9:14 PM +Nathan_Russell: The triggers are just a guide. You can adjust them as you see fit. If you want to play a Paladin that isn’t good at sword play, but awesome at shooting, change the triggers.
9:14 PM +Malckuss: Yeah, because Hoovers suck 😛
9:15 PM +Nathan_Russell: haha! Instead of Kick ass and Sword, your paladin might have Trick shot and Shotgun….
9:15 PM ~Dan: So you may remember what time it is from last night’s Q&A, Nathan_Russell…
9:15 PM +Malckuss: It is also ridiculously easy to write your own trademarks, triggers and edges.
9:15 PM ~Dan: It’s time for danhunsaker’s Favorite Question!
9:16 PM ~Dan: Are you there, danhunsaker?
9:16 PM +Nathan_Russell: Oh dear!
9:16 PM ~Dan: (He’s probably not. In which case, I’ll ask it.)
9:16 PM ~Dan: Okay, looks like he’s not.
9:16 PM ~Dan: So!
9:16 PM ~Dan: What is your *least* favorite aspect of Neon City Overdrive?
9:17 PM +Nathan_Russell: I put my fingers in my ears so I can’t hear the question… oh wait…
9:17 PM +Malckuss: That it needs…moar cowbell.
9:17 PM * ~Dan chuckles
9:18 PM +Lee: That it was impossible to add Jack Cosmos into the setting…
9:18 PM +Nathan_Russell: Oh, that’s a blast from the past!
9:18 PM +Malckuss: @lee…NICE!
9:19 PM +Lee: 🙂
9:19 PM +Nathan_Russell: I think in hindsight I would like to have spent more time providing more detailed description on both Triggers and Gear. In my desire to keep the rules concise and (relatively) short, they didn’t get enough decription/explanation.
9:20 PM +Nathan_Russell: These are the two areas i get most questions on and i think some more explicit examples and/or designer notes would have clarified it for readers.
9:20 PM ~Dan: Good answer! Very thoughtful.
9:20 PM ~Dan: In the time remaining, is there anything we haven’t covered that you’d like to bring up?
9:20 PM ~Dan: And 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! 🙂 Half of all tips this month go to (Link: https://rpgresearch.com/)https://rpgresearch.com/
9:21 PM +Malckuss: Have you thought about adding those things in before doing the next round of print proofs?
9:21 PM +Lee: Any news on future Action Tales!?
9:21 PM +Nathan_Russell: Nothing specific. I would invite everyone to sign up for the newsletter (its monthly) and follow me on facebook if you are so inclined. I am terrible at twitter so FB is the place I will most likely respond to people. You can find relevant links at (Link: http://www.PerilPlanet.com)www.PerilPlanet.com
9:22 PM +Nathan_Russell: Action tales! is what I am calling the rules that power NCO.
9:22 PM +Nathan_Russell: As many people have pointed out, the rules are flexible enough to work for a variety of settings.
9:23 PM +Nathan_Russell: I am currently drafting another game that is inspired by TV shows like Supernatural and Buffy and books like Monster Hunters International and have plans for several other games using the same system.
9:23 PM +Nathan_Russell: They will all use the Action Tales! rules.
9:23 PM ~Dan: Nice!
9:23 PM ~Dan: Thanks very much for joining us, Nathan_Russell!
9:24 PM +Lee: I shall faithfully await updates through those sources, then – already signed up!
9:24 PM +Malckuss: Same.
9:24 PM +Nathan_Russell: No problem, Dan!
9:24 PM ~Dan: (And you don’t need to run off — I’m just about to log the chat. 🙂 )
9:24 PM +Lee: Yes, thanks for tonight and for all the great work you’ve done before!
9:24 PM +Nathan_Russell: Thanks, Lee and Malckuss!
9:24 PM ~Dan: In fact, if you’ll give me just a minute, I’ll do so right now…