[7:08 PM]SledgeHammerOSS: Good evening everyone. Thank you for joining us this evening.
[7:08 PM]SledgeHammerOSS: My name is Michael. I own One Small Step, a small boardgame publisher located in the lovely state of Maryland.
[7:09 PM]SledgeHammerOSS: Tonight, we will discuss Zone 17.
[7:09 PM]SledgeHammerOSS: Zone 17 is our TTRPG and Miniatures game, using our newly designed Feedback System. You play as mercenaries in Zone 17, a wasteland dominated by megacities and corporate warlords. Undertake dangerous missions, pilot customized vehicles such as mechs and other armored vehicles, and work to pay off your debt…before the corpo sends its repo men after you.
[7:10 PM]CrawlspaceGrimlinOSS: And I’m Robert, Mike’s mail-sorting crawlspace gremlin
[7:26 PM]SledgeHammerOSS: (Current drafts of our game book covers…)
[7:31 PM]Dan the GMshoe: Okay! Now I’m ready. Let me scroll back and catch up!
[7:32 PM]Dan the GMshoe: Robert, can I get your full name for the chat log?
[7:32 PM]CrawlspaceGrimlinOSS: Can I send it via PM?
[7:32 PM]Dan the GMshoe: Sure!
[7:33 PM]SledgeHammerOSS: “Sure” spelled sideways is “ruse.”
[7:33 PM]Dan the GMshoe: Heh.
[7:34 PM]Dan the GMshoe: So to what degree is this a mecha game?
[7:34 PM]SledgeHammerOSS: This answer will be a LITTLE convoluted. I beg for your patience.
[7:35 PM]Dan the GMshoe: No problem!
[7:35 PM]SledgeHammerOSS: The basic set is compose of three books — Characters, Vehicles, and The Controller.
[7:36 PM]SledgeHammerOSS: The entire Vehicles book gives players the ability to design vehicles and bring them into battle.
[7:36 PM]SledgeHammerOSS: So, by that measure, 1/3.
[7:37 PM]SledgeHammerOSS: The game is played either as a TTRPG with miniatures used to represent locations and terrain for purposes of combat OR as a strictly miniatures game. In THAT sense, more like 50%.
[7:37 PM]SledgeHammerOSS: Or 1/2, given that I started with fractions…
[7:38 PM]Dan the GMshoe: Can you give us an overview of the tech level?
[7:38 PM]Silverlion: What is the system like?
[7:38 PM]SledgeHammerOSS: The game takes place about 60 years in the far distant future. OOOoooOOOooo!
[7:39 PM]SledgeHammerOSS: So weapons and defenses are mostly recognizable. Soldiers wear body armor. Handguns shoot slugs. Tanks carry cannons and missiles.
[7:41 PM]SledgeHammerOSS: But missiles and some cannon and some small arms ammo is extremely capable. Some can follow you around a corner. Some can have a secondary effect after impact. There are conventional shields — like some mechs in Gundam and so forth carry, but no Star Trek tech. Lasers? Yes. Plasma cannons? Yes. Electronic warfare? Yes.
[7:41 PM]SledgeHammerOSS: Rail guns? Sure.
[7:42 PM]SledgeHammerOSS: Note that the game uses two scales: Agent and Battle.
[7:43 PM]SledgeHammerOSS: Agent scale is about 1:72 or 28mm. If your missions are like scenes from John Wick, Bladerunner, Die Hard, etc., use Agent Scale.
[7:43 PM]SledgeHammerOSS: Battle Scale is about 1:216 or 9mm. If your missions are more like scenes from Robotech, Appleseed, etc., use Battle Scale.
[7:44 PM]SledgeHammerOSS: The game system is called Feedback.
[7:45 PM]SledgeHammerOSS: We composed it to address challenges with other game systems that are wanting in realism and/or speed of play.
[7:45 PM]SledgeHammerOSS: Each character in the game has six standard skills (plus a quasi-skill called Zen).
[7:46 PM]SledgeHammerOSS: Sorry. Not skills. Six standard FIELDS. My bad.
[7:46 PM]SledgeHammerOSS: Anyway, each Field has six subordinate skills.
[7:46 PM]SledgeHammerOSS: Lemme show you a charcter sheet
[7:46 PM]Dan the GMshoe: Yes, please!
[7:47 PM]SledgeHammerOSS: Yuck. Lemme give you one with a soldid white background…
[7:48 PM]SledgeHammerOSS: Now…this is a draft. I am in the middle of making some changes on the lower half…
[7:49 PM]Dan the GMshoe: No worries. We like to use character sheets to help explain the system. As long as the info is accurate, we’re golden.
[7:49 PM]CrawlspaceGrimlinOSS: (NOTE: opening it in a new tab provides a white background, at least on my end)(edited)
[7:50 PM]SledgeHammerOSS: There!
[7:50 PM]SledgeHammerOSS: Viola!
[7:50 PM]SledgeHammerOSS: OK!
[7:51 PM]SledgeHammerOSS: You can see the fields near the top of the sheet — Covert, Fitness, Piloting, Science, Tactical, and Tech.
[7:52 PM]SledgeHammerOSS: So….your character begins with ABOUT two dice in each Field. You decide exactly how your character’s initial dice are distributed, so you might have one field with as many as four dice, but other fields will then be left with only one.
[7:52 PM]SledgeHammerOSS: As you gain experience, you will add more dice to select fields.
[7:53 PM]Silverlion: What die does it use?
[7:53 PM]SledgeHammerOSS: When it is time for you to act, select ONE field and roll that many dice. Look at the results. Decide what you want to do. Spend the results to purchase effects.
[7:53 PM]CrawlspaceGrimlinOSS: d6s
[7:54 PM]SledgeHammerOSS: You CAN allocate some of those dice to OTHER fields. No more than half the dice rolled may be shunted to another field.
[7:54 PM]Silverlion: Cool.
[7:54 PM]SledgeHammerOSS: A field may not accept more dice than the fields numeric value.
[7:54 PM]Silverlion: So if someone wanted to jump a ravine, what would they likely roll and what would count as a success?
[7:55 PM]SledgeHammerOSS: (Hold that question for juuuuuuuust a second)
[7:56 PM]Silverlion: No worries.
[7:56 PM]SledgeHammerOSS: When applying dice, no more that two dice may be combined for a result. So simple effects can be purchased with very low numbers (2-3). Very complex effects would be purchased with very high numbers (11-12)
[7:57 PM]SledgeHammerOSS: I would have to check the jumping rules real quick, but I think a ravine requires a success equal to twice the ravine’s width, in meters.
[7:57 PM]Silverlion: Purchased?
[7:57 PM]SledgeHammerOSS: So a five meter ravine would require a 10 or better.
[7:57 PM]SledgeHammerOSS: Yes. The player spends die results to buy effects.
[7:58 PM]SledgeHammerOSS: This allows the players to tell some of the story, taking some of the pressure off the GM (Controller).
[7:59 PM]SledgeHammerOSS: So…a Ravine Jump would be drawn from results from a Fitness | Parkour roll.
[8:00 PM]SledgeHammerOSS: Usain Bolt probably has a Fitness of 8 or 9 (practical upper limits for any Field)
[8:01 PM]Silverlion: Alright, but he can only use 2 dice of say 8? Or am i misunderstanding?
[8:01 PM]SledgeHammerOSS: So when he rolls, he’s likely to rely on his Fitness to generate the most dice. With eight or nine results on the table, his ability to jump 5 or 6 meters is pretty good.
[8:02 PM]SledgeHammerOSS: He can only use 2 dice FOR THAT JUMP. He can use the remaining six or seven on anything else he wants within other game constraints.
[8:03 PM]Silverlion: Ah. Can he rolls more than 2? Or just the two?
[8:03 PM]SledgeHammerOSS: So he might run up to the ravine using two dice, jump the ravine using two more, and allocate two on Tactical | Perception to spot an adversary, and then use one to Dodge an attack. If he has any remaining dice, he can save them for later during the turn.
[8:04 PM]Dan the GMshoe: Sounds like you can cram a lot of action into one turn.
[8:04 PM]SledgeHammerOSS: You can if your a “high-level” character.
[8:05 PM]SledgeHammerOSS: A beginning character can do one thing per turn, provided it’s not too complex.
[8:06 PM]SledgeHammerOSS: One of the challenges with some other RPGs and miniature games is the limit of a character to do one thing per turn.
[8:06 PM]SledgeHammerOSS: It can prevent cinematic action.
[8:06 PM]Dan the GMshoe: True.
[8:07 PM]Dan the GMshoe: How are the skills(?) like Parkour rated?
[8:07 PM]Silverlion: I assume the quotes are because its a skill based, rather than level based?
[8:07 PM]SledgeHammerOSS: We tried to pace the action to align with movies, TV, and games. In these media, a character has an “action pulse” of about six to ten seconds — same as our game turns.
[8:08 PM]SledgeHammerOSS: @Silverlion Yes
[8:08 PM]SledgeHammerOSS: @Dan the GMshoe Glad you asked.
[8:09 PM]SledgeHammerOSS: The circles to the left of each skill are used to represent whether the character is trained in that skill. No checks = untrained. Any results applied cap at a value of four. (Ouch.)
[8:09 PM]SledgeHammerOSS: One check = trained. Die results applied read as displayed.
[8:10 PM]SledgeHammerOSS: Two checks = specialist. Die results applied are floored at a value of three. Keeps experts from whiffing.
[8:10 PM]Dan the GMshoe: Hmm!
[8:10 PM]SledgeHammerOSS: The character earns one check for every two dice in the Field.
[8:11 PM]Silverlion: That’s interesting.
[8:11 PM]SledgeHammerOSS: So Usain Bolt with 8 dice of Fitness earns four checks in Fitness. No doubt two of those give him specialization in Parkour.
[8:11 PM]Silverlion: Interesting, so tell me all about the mecha?
[8:12 PM]SledgeHammerOSS: So we skip modifiers. We cram a lot of action into each player turn. Combat is usually over quickly. If high leveled PCs run into mooks — it’s a massacre.
[8:14 PM]SledgeHammerOSS: The game has a short list of vehicle classes — Skimmers (fixed wing) and Hoppers (rotary wing or VSTOL) provide air transport and some local firepower.
[8:15 PM]SledgeHammerOSS: Rovers (wheeled) and Crawlers (tracked) compose conventional and inexpensive combat power.
[8:15 PM]SledgeHammerOSS: Creepers (bug tanks) and Pacers (aka BattleFrames aka Mechs) have mobility advantages over traditional designs.
[8:16 PM]SledgeHammerOSS: The first assumption is that lasers and missiles can see and defeat missiles and flyers at long ranges — unless the weapons/flyers stay nap of the Earth.
[8:17 PM]SledgeHammerOSS: So combat is typically short range and based on the ground.
[8:17 PM]SledgeHammerOSS: Mechs are NOT similar to BattleTech walking tanks. They are agile — more akin to big Iron Man suits (see Bubblegum Crisis Knight Saber suits for analog)
[8:18 PM]Silverlion: No guides missiles?
[8:19 PM]SledgeHammerOSS: Shoot at a tank? Hit a tank. Try to get through the armor. Shoot a mech? It can dodge fire. It can climb. It can engage in melee. Tanks are cheaper than mechs, but lack survivability.
@SledgeHammerOSSMechs are NOT similar to BattleTech walking tanks. They are agile — more akin to big Iron Man suits (see Bubblegum Crisis Knight Saber suits for analog)[8:19 PM]Dan the GMshoe: About the size of the Iron Monger armor in the original Iron Man?
[8:19 PM]SledgeHammerOSS: Guided missiles? YES.
[8:20 PM]SledgeHammerOSS: But a traditional guided missile moves at Mach 1 to 10. (Higher for ICBMs, but we don’t go there)
[8:20 PM]SledgeHammerOSS: Lasers move faster and counter missile missiles move just as fast.
[8:20 PM]Silverlion: I think K-suits are a bit bigger…like 12′ versus 8-9;
[8:22 PM]Silverlion: K suits is 3.3 meters..
[8:22 PM]Dan the GMshoe: K-suits?
[8:23 PM]Silverlion: and Iron Monger was 7’10” (he was 6’5 without it!)
[8:23 PM]SledgeHammerOSS: The miniatures aspect of the game uses six vehicle size classes, up to 1 tonne (Iron Man suit, motorcycle, snowmobile), 4 tonne (Iron Monger, SUV, tracked squad-size ATV), 16 tonne (Stryker, Destroid), 64 (MBT), 256 tonne (MAC II Monster)
[8:23 PM]Silverlion: The Knight suits he mentioned are called K-suits in BGC.
[8:24 PM]SledgeHammerOSS: Within each size class, there are Agile, Robust, and Standard frames, to cover the gaps between classes.
[8:24 PM]Silverlion: Destroid in Robotech weighed around 30 (except the Monster)
[8:24 PM]Silverlion: <–Mecha fan
[8:25 PM]Silverlion: Cool. And can new ones be built?
[8:25 PM]SledgeHammerOSS: Robust frames carry heavier gear and have a lower Evade score. Agile frames have better evasion but carry lighter systems.
[8:25 PM]Silverlion: Nice!
[8:25 PM]SledgeHammerOSS: Yes. The game has a relatively robust design system.
[8:26 PM]SledgeHammerOSS: The Vehicles book contains all necessary rules and gear. I am working on a vehicle design spreadsheet that will do most of the twiddly work for the player.
[8:26 PM]Silverlion: How complex is it?
[8:27 PM]Silverlion: Anything that NEEDS a spreadsheet?
[8:27 PM]SledgeHammerOSS: Any system with tables will befuddle some players.
[8:28 PM]Dan the GMshoe: (brb)
[8:29 PM]SledgeHammerOSS: Choose a frame. Each frame has a handful of hardpoints. Add one or two systems per hardpoint. The spreadsheet should prevent any illegal combinations — such as adding a system beyond the weight limit of the hardpoint. Costs, evade ratings, movement speeds, etc., are all calculated automagically.
[8:31 PM]SledgeHammerOSS: I would characterize the vehicle design complexity to be simpler than that of BattleTech.
[8:31 PM]SledgeHammerOSS: But more complex than a 2nd grade math test.
[8:31 PM]Dan the GMshoe: (back)
[8:32 PM]Silverlion: I was curious because so far Mekton Zeta Advanced is very much one of the hallmarks, and sadly yet its a bit overcomplex in some cases.
[8:34 PM]SledgeHammerOSS: Whee!
[8:34 PM]Silverlion: Those are smaller suits the girls wore.
[8:35 PM]SledgeHammerOSS: Yeah. One of the suit classes was the K suit. The other was the hard suit.
[8:35 PM]SledgeHammerOSS: But my ironman example was abouit this one.
[8:36 PM]Silverlion: Yeah.
[8:37 PM]Dan the GMshoe: Can you tell us how combat works?
[8:37 PM]SledgeHammerOSS: Sure.
[8:38 PM]SledgeHammerOSS: First, the battle scale (vehicle) and agent scale (human) combat systems are essentially identical.
[8:39 PM]SledgeHammerOSS: This is necessary (and amazing) because mechs are agile — they jump, run, dodge, use gong fu, and use parkour just like their human pilots.
[8:41 PM]SledgeHammerOSS: Rovers and Crawlers (and bears, oh my!) don’t jump, but they do drive and dodge like mechs. No gong fu! Last time you wreck the place!
[8:41 PM]Silverlion: That’s cool, I like mecha that aren’t just walking slow-tanks
[8:41 PM]Dan the GMshoe: What is gong fu?
[8:42 PM]SledgeHammerOSS: (Kung fu pronounced correctly.)
[8:42 PM]Silverlion: Yep!
[8:42 PM]CrawlspaceGrimlinOSS: (In game terms, all melee combat)
[8:44 PM]SledgeHammerOSS: Your character has a couple of skills and ratings for combat. Offense Skills – Archaic Weapons (Bows, muzzle loaders, atlatl); Thrown (rocks, thrown knives, shuriken); Firearms (duh. Firearms); and Gong Fu (All melee – punches, kicks, grabs, swords)
[8:45 PM]SledgeHammerOSS: Defense Ratings – Evade (Hah! Missed me!) and Resilience (Toughness and armor)
[8:45 PM]Silverlion: giant mecha flintlocks?
[8:46 PM]SledgeHammerOSS: All potential targets have an Evade rating. Usually 2-5 for humans, -4 to +7 for vehicles.
@Silverliongiant mecha flintlocks?[8:46 PM]Dan the GMshoe: Great band name!
[8:46 PM]SledgeHammerOSS: Well, John Wick had a fight in a museum with older handguns and knives….\
[8:46 PM]SledgeHammerOSS: And there was a battle of medieval mecha in Robot Carnival…
[8:48 PM]SledgeHammerOSS: So a PC begins her turn by selecting a Field and rolling that Field score in dice.
[8:49 PM]SledgeHammerOSS: She looks at the results and decides what to do. She has a handgun and decides to shoot it at you. Your base Evade score is 3, so she needs a 3 or better in Firearms to hit you.
[8:51 PM]SledgeHammerOSS: You don’t wanna be hit so you decide to Dodge. You have some Parkour dice that can buy a Dodge. You apply two dice with a total of five. Add this Dodge result to your Evade score for a total of eight.
[8:51 PM]SledgeHammerOSS: If she can’t, or doesn’t want, to spend die results to match your Evade of eight, she can’t line up the attack and it misses.
[8:52 PM]SledgeHammerOSS: If her result matches or exceeds your modified Evade:a. you’re hit
[8:53 PM]SledgeHammerOSS: a. you’re hit
[8:54 PM]SledgeHammerOSS: b. She adds the weapon’s damage bonus to the amount by which her roll exceeded your Evade effort. Say her total is a ten. Your Evade is an eight. Her roll exceeds your Evade by two. A typical handgun has a Trauma bonus of three. Three plus two is five. Pow! You suffer five Trauma!
[8:54 PM]SledgeHammerOSS: What does that mean?
[8:55 PM]SledgeHammerOSS: Your character has a Resilience score. If unarmored, it’s two.
[8:55 PM]SledgeHammerOSS: There is a table on your character sheet that will show you that two trauma will Batter you. Four will Wound you. Eight will Gravely Injure you.
[8:56 PM]SledgeHammerOSS: You are Wounded. Lose one die from every roll until healed.
[8:56 PM]SledgeHammerOSS: We don’t count hit points. That’s kinda twiddly and hard to manage with a dozen orcs or zombies.
[8:57 PM]SledgeHammerOSS: If an attack is too wimpy to impair the target, ignore it.
[8:58 PM]SledgeHammerOSS: So your PC with a Resilience of two can take an infinite number of Trauma 1 attacks and not care. That three-year old can keep punching you in the shin all day.
[8:59 PM]Silverlion: Interesting!
[9:00 PM]SledgeHammerOSS: Vehicle combat works the same way. But tanks are tanks. A tank’s Resilience score can easily be 7 or possibly 8.
[9:00 PM]SledgeHammerOSS: Mechs are slippery. Resilience is probably more like 3 or 4, but they have high Evade scores – comparatively hard to hit.
[9:01 PM]SledgeHammerOSS: Mechs are also more “distributed” in their construction. Systems must be lighter, but the mech has more hardpoints
[9:02 PM]SledgeHammerOSS: So a mech can SORT OF take more damage — more hardpoints means more systems to blow off.
[9:03 PM]SledgeHammerOSS: Light body armor adds one to a human’s Resilience. Heavy body armor adds two.
[9:04 PM]SledgeHammerOSS: Vehicles can also bear armor, Sepia (obscurants), shields (mechs), melee weapons (mechs), Impulse tech (read “Reflex” for Robotech fans), flight, and all the weapons we mentioned earlier.
[9:04 PM]SledgeHammerOSS: Larger missile bays can do an Itano Circus on your foes. Hilarious.
[9:05 PM]Dan the GMshoe: I’m not familiar with that term. What’s the source?
[9:06 PM]SledgeHammerOSS: The animator who first created the crazy spaghetti missile idea and effect was named Itano.
[9:06 PM]SledgeHammerOSS: Seen quite a bit in Robotech. (Daedelus Maneuver et. al.)
[9:07 PM]SledgeHammerOSS: Tears up targets that can’t shoot them all down or get out of the way.
[9:08 PM]Dan the GMshoe: Gotcha.
[9:10 PM]Dan the GMshoe: So I know that the game functions as a TTRPG and as a mini game, but does the game handle matters of scale in TTRPG mode?
[9:11 PM]Silverlion: Nice.
[9:12 PM]SledgeHammerOSS: We have human figures that are about 3/8″ (1cm) tall to represent humans at Battle scale. If your vehicle is wrecked and you have to make it back to camp on foot, um, good luck.
[9:13 PM]SledgeHammerOSS: As for vehicles at Agent scale, we use SUV and smaller miniatures at that scale for car chases and whatnot.
[9:14 PM]SledgeHammerOSS: The actual scale and scaled damage is all 3:1 from Battle to Agent. That is, if an Agent Scale weapon does 18 Trauma to a vehicle, the vehicle suffers 6 Havoc (Havoc = Trauma for vehicles)\
[9:15 PM]SledgeHammerOSS: If a Battle Scale weapon delivers 24 Havoc to a human, the human suffers 72 Trauma. Not enough left to mop up with a sponge.
[9:15 PM]Silverlion: Those aare tiny, no 15mm? though?
[9:16 PM]Dan the GMshoe: Do larger combatants have a harder time of hitting smaller ones?
[9:17 PM]SledgeHammerOSS: Players are always encouraged to use miniatures that make them happy. As far as we are concerned, they can use old school GI Joes and Lego people, if that makes them happy.
[9:18 PM]SledgeHammerOSS: Every combatant has his or her attack roll. Every target has an Evade score. Smaller units have higher Evade scores.
[9:18 PM]SledgeHammerOSS: So all units have more difficulty hitting small, wiggly targets.
[9:19 PM]SledgeHammerOSS: The thing about scale: Warhammer 40K always drove me nuts because gun ranges were like 12″. In scale terms, that’s like 24m.
[9:21 PM]SledgeHammerOSS: So we designed Z17 to use range realistically. A rifle has a max range of like 92″ on the table at Agent Scale. A tank gun has a max range of something more like 400″ at Battle scale (9mm). If you don’t hit the target, range wasn’t the issue. That said, handguns, spears, thrown knives, etc., have rather short ranges.
[9:22 PM]Dan the GMshoe: I forgot to ask earlier: Does this take place on Earth?
@Dan the GMshoeI forgot to ask earlier: Does this take place on Earth?[9:22 PM]CrawlspaceGrimlinOSS: Yes, in the year 2083(edited)
[9:22 PM]SledgeHammerOSS: The higher your attack Field/Skill, the more dice rolled and greater chance of high results.
[9:23 PM]CrawlspaceGrimlinOSS: There are Moon/Mars bases, orbital stations, and other places offworld
@CrawlspaceGrimlinOSSYes, in the year 2083 (edited)[9:23 PM]Dan the GMshoe: Ah, you did mention that earlier. My bad.
[9:26 PM]Dan the GMshoe: Do you plan on covering offworld locales in future supplements?
[9:27 PM]SledgeHammerOSS: One last thing to add: The RPG aspect of the game is adjudicated by use of puzzles.
[9:27 PM]SledgeHammerOSS: Oooo! Puzzles!
[9:28 PM]SledgeHammerOSS: @Dan the GMshoe Yes. Absolutely. Every additional sourcebook will always include at least one mission outside of Zone 17, a new sifu, some additional gear, a new vehicle frame, a couple of vehicle systems, etc. Some of those sites will be off world.
[9:30 PM]SledgeHammerOSS: Each “success check,” “saving throw,” or “challenge roll” in another RPG is resolved by giving players a short series of numbers they must match exactly.
[9:31 PM]SledgeHammerOSS: It’s kinda like the safe-cracking mechanic from some of the Mass Effect games.
[9:33 PM]SledgeHammerOSS: So picking a lock may require Tech | Mechanics result of 7. Cracking a safe may require a series of three results (as you dial in each number in the combo) of 11-10-12.
[9:34 PM]Dan the GMshoe: Huh. Interesting idea!
[9:35 PM]SledgeHammerOSS: Hee hee hee!
[9:35 PM]SledgeHammerOSS: Look upon my interesting ideas and despair!1
[9:35 PM]Dan the GMshoe: Before we wrap up, is there anything we haven’t covered that you’d like to bring up?
[9:36 PM]SledgeHammerOSS: OH!
[9:36 PM]SledgeHammerOSS: Yes!
[9:36 PM]SledgeHammerOSS: The kickstarter for this game begins on September 16th! That’s like three weeks away! OMG!
[9:37 PM]SledgeHammerOSS: And you can always learn more at http://www.ossgames.com/zone-17
[9:37 PM]SledgeHammerOSS: Thank you for all of your patience, time, and attention.
[9:38 PM]Dan the GMshoe: Thank you for joining us! I hope you’ve enjoyed your visit and will hang out with us in the future!
[9:38 PM]SledgeHammerOSS: Sweet!
[9:38 PM]SledgeHammerOSS: I like it here. Free tacos.
[9:38 PM]Dan the GMshoe: 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 https://www.ko-fi.com/gmshoe. Anything’s appreciated! Ko-fiBuy Dan Davenport a Coffee. ko-fi.com/gmshoeBecome a supporter of Dan Davenport today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.
[9:38 PM]CrawlspaceGrimlinOSS: Thank you for your time!(edited)
[9:38 PM]Dan the GMshoe: If you’ll give me a minute here, I’ll get the log posted and link you!