[7:35 PM]trevordevall:
I’m Trevor Devall, a professional voice actor and gamer of 40+ years. I run a YT channel called “Me, Myself and Die” that got started with solo games (which I had no idea people actually did). I’ve been designing my “sim-lite” game for a while now, and am showcasing it on the channel before I launch the KS later this summer.
[7:35 PM]trevordevall:
done
[7:35 PM]trevordevall:
and I DESPISE types interviews
[7:35 PM]trevordevall:
My fingers are about an hour behind my thoughts.
[7:35 PM]Dan (Hardboiled GMshoe):
Thanks, @trevordevall! The floor is open to questions!
[7:36 PM]Dan (Hardboiled GMshoe):
What is the name of your game, and what is it about?
[7:37 PM]trevordevall:
The Broken Empires. It’s a game that takes place in the world I developed for the channel over 4 seasons of the main show. I have a penchant for more simulationist games, and felt that that was a market that was a but underserved.
[7:37 PM]trevordevall:
The game is inspired by a lifetime of GMing countless systems.
[7:38 PM]trevordevall:
The biggest influences are probably Mythras (all of RQ actually), Harnmaster, Burning Wheel, Ars Magica, the One Ring, PbtA… the list goes on.
[7:39 PM]Dan (Hardboiled GMshoe):
That’s quite a range of systems!
[7:39 PM]trevordevall:
I’ve played a lot
1
[7:40 PM]Dan (Hardboiled GMshoe):
Well, I didn’t just mean in quantity — I meant in design philosophies!
[7:40 PM]trevordevall:
Yeah, the game is a “best of” kinda thing. I take all the aspects of games I like and try to make them play nice with each other.
[7:41 PM]Dan (Hardboiled GMshoe):
How would you describe the setting?
[7:42 PM]trevordevall:
It’s classic fantasy, with a few twists. I’m not trying to reinvent the wheel, but rather get back to basics in many ways.
[7:43 PM]trevordevall:
Lots of easily identifiable frame of reference cultures.
[7:44 PM]Dan (Hardboiled GMshoe):
By “classic fantasy”, do you mean pseudo-medieval featuring elves, dwarves, orcs, and the other usual suspects?
[7:44 PM]trevordevall:
Mostly, yeah – although the elves haven’t been seen in years, and the dwarves wander the world in stone sky-ships looking for a new home after theirs fell to cataclysm.
[7:45 PM]Dan (Hardboiled GMshoe):
Interesting twists. Does anyone know what happened to the elves?
[7:46 PM]trevordevall:
Only those who play Ironsworn
[7:46 PM]trevordevall:
(the ironLands exists in my setting – with the blessing of Shawn) (edited)
[7:46 PM]Dan (Hardboiled GMshoe):
Really? That’s cool! I don’t think I’ve ever heard of two distinct games crossing over in that manner before.
[7:47 PM]trevordevall:
Yeah, I asked him about it after I ran a whole season on the channel using Iron sworn. Turns out he’s a fan.
[7:47 PM]trevordevall:
My world has seen the use of 4 differnet systems so far – a new one for each season.
[7:48 PM]trevordevall:
Started with Savage Worlds, then Ironsworn, then Dominion Rules, and now my own game, The Broken Empires.
[7:49 PM]Dan (Hardboiled GMshoe):
Are nonhumans available to play as PCs, and if so, which ones?
[7:49 PM]trevordevall:
So far, just dwarves and Half-orcs, but there’s talk of more.
[7:49 PM]trevordevall:
It’s a lower-fantasy setting in general – although big things are known to happen.
[7:50 PM]trevordevall:
The focus of the game is on completing character goals. And conflict exists in way more arenas than physical combat.
[7:50 PM]Silverlion:
What’s the system like?
[7:51 PM]trevordevall:
d100 based. One roll tells a lot: damage, hit location, success level…
[7:51 PM]trevordevall:
No hit points; Wounds.
[7:51 PM]trevordevall:
Conflict (of any kind) has consequences.
[7:52 PM]Silverlion:
Neat. That’s somewhat useful, is it roll and add percentile, blackjack percentile, or roll under?
[7:52 PM]trevordevall:
Magic is free form; Spellweavers pluck at the strands of reality’s tapestry to work their will. But the Weave will almost always fight back if you challenege reality too much.
[7:52 PM]trevordevall:
Blackjakc for the core engine. Roll under but high.
[7:52 PM]Silverlion:
Neat. Is it class based?
[7:53 PM]trevordevall:
No. No classes, no levels. Skill based. Although there’s starting packages ala Culture and Career in Mythras.
[7:53 PM]trevordevall:
Not even stats!
[7:53 PM]Dan (Hardboiled GMshoe):
How common is magic, and how powerful can it get?
[7:54 PM]trevordevall:
Magic is limited only by your imagination – and the Weave itself fighting you. It can do (almost) anything – for a cost. For that reason, few choose to dedicate their life to it. Those who do are known as Spellweavers – but there’s the dabblers, the “Fades”, who tastes its power without ever going too far down the road.
[7:56 PM]trevordevall:
Divine magic is slightly different. Godbound pray for miracles and get it only depending on their Piety, which by default is known only to the GM.
[7:56 PM]trevordevall:
(It changes with acts of service to the deity)
@trevordevallNo. No classes, no levels. Skill based. Although there’s starting packages ala Culture and Career in Mythras.
[7:56 PM]Silverlion:
You’ve almost sold me on it, except for no Elves or similar race…
[7:56 PM]trevordevall:
Oh, they’re out there…
[7:56 PM]trevordevall:
They even might be returning… in force
[7:57 PM]Dan (Hardboiled GMshoe):
Does the setting have a defined cosmology?
[7:58 PM]trevordevall:
It develops as the show develops. There is a core pantheon of Seven gods, who all wear different faces depending on what aspect of them you are worshipping.
@trevordevallOh, they’re out there…
[7:58 PM]Silverlion:
Are they evil (and Nazi’s? I’m kind of tired of that trope) (edited)
[7:59 PM]trevordevall:
Evil gods? No. They’re far closer to the Greek gods. Capricious, mysterious, and often actively involved in the lives of mortals. Often to the mortals’ chagrin.
[8:00 PM]trevordevall:
It’s not a matter of faith if the gods exist – and they do. Only Piety matters to them.
[8:00 PM]Silverlion:
Well I meant elves, but God’s too
[8:00 PM]trevordevall:
Oh! No, they’re more mysterious than that. Watch Season 2 of MM&D and you’ll get a sense of them.
[8:01 PM]Dan (Hardboiled GMshoe):
I take it that the setting is morally gray?
[8:01 PM]trevordevall:
People are too busy trying to survive to worry about morality
[8:01 PM]Silverlion:
Ah, alright.
[8:02 PM]trevordevall:
A “hero” is defined only by his actions.
[8:02 PM]Dan (Hardboiled GMshoe):
What represents the height of civilization in this setting?
[8:04 PM]trevordevall:
Depends who you ask. All the nations are descended from an overarching empire, the remnant of which still exists as a shadow of its former glory. Certainly the dwarves built astounding things – but none among them now remember the secrets of any of it. Not even their stone airships – the Skypriests recite the correct words, and throw the right switches in the dogmatically-correct order, and somehow the ships move.
[8:04 PM]trevordevall:
(40K Tech Priest influence!)
[8:04 PM]Silverlion:
Interesting.
[8:05 PM]Silverlion:
What can magic do? I know its freeform, but is their a cost?
[8:05 PM]trevordevall:
But generally you’re talking a mid-medieval kind of period in terms of technology. If you think Westeros or Harn, you’re not far off.
[8:06 PM]Dan (Hardboiled GMshoe):
Well, the fact that there are nations and that there was an empire pretty much answers my question. I was thinking in terms of villages, towns, city-states, nations, empires, etc.
[8:06 PM]trevordevall:
Weave magic requires skill and resolve. The really big magic – the rituals – require a type of “pact” with the Weave; using that magic starts a timer that, when it runs down, you pay the Price.
[8:07 PM]Silverlion:
There once were Romans..:D
[8:07 PM]trevordevall:
Basically.
[8:07 PM]Silverlion:
Interesting, get now, pay later..;D
[8:07 PM]Dan (Hardboiled GMshoe):
“I will gladly pay you Tuesday for a magic spell today!”
@Dan (Hardboiled GMshoe)Well, the fact that there are nations and that there was an empire pretty much answers my question. I was thinking in terms of villages, towns, city-states, nations, empires, etc.
[8:09 PM]trevordevall:
Mostly petty feudal states. Some resemble later age empires (the Holy Roman Empire-stand in is a naval power here, based on an island); sopme are city-states, like the desert city of Ansharir (where season 4 is even now taking place)
[8:09 PM]Dan (Hardboiled GMshoe):
How likely is the average peasant to have seen a monster?
[8:10 PM]trevordevall:
Not likely… not if their feudal lord is doing their job, at any rate.
[8:10 PM]Silverlion:
But that’s what PC’s are for, right?
[8:10 PM]trevordevall:
Exactly.
[8:11 PM]trevordevall:
The undead are certainly not unknown, however.
[8:11 PM]Dan (Hardboiled GMshoe):
Can you give us an idea of what sorts of monsters exist?
[8:12 PM]trevordevall:
There is a dark power brewing since the fall of the head of the Order of the Purifying Flame. She gave her eternal soul by forgiving a certain main character (Season 3)
[8:13 PM]trevordevall:
Monsters are not common. You’re more likely to face bandits on the road than dragons. But if you do – run. Monster hunters are notoriously short lived here.
[8:13 PM]trevordevall:
There are strange things that wander the world – things that defy description. Otherworldy things (Moorcockian horrors!)
[8:14 PM]trevordevall:
Tales speak of rips in the Weave that form doorways to Other Places. But that of course is just legend.
[8:14 PM]Dan (Hardboiled GMshoe):
Of course.
[8:15 PM]Dan (Hardboiled GMshoe):
Are there orcs or other organize sapient monster hordes?
[8:15 PM]trevordevall:
Yes. The orcs are not total sociopaths, but close enough not to be trusted by humans.
[8:16 PM]trevordevall:
And the Lizardmen have recently reemerged from hiding in the tropics of the Serpent’s Teeth Isles.
[8:17 PM]trevordevall:
And every so often, something breaches the Iron Veil to the north that separates the world from the exiled Ironlands.
[8:17 PM]trevordevall:
Some say that’s where the elves went.
[8:18 PM]Dan (Hardboiled GMshoe):
How long ago did the elves disappear, and what were they like?
[8:18 PM]trevordevall:
No one now living remembers.
[8:19 PM]trevordevall:
They probably never existed at all. Stories for children. Now stop asking silly questions and get back to brushing down the horses.
[8:19 PM]Silverlion:
There aren’t any dangerous things other than humans that can be fought?
[8:19 PM]Silverlion:
Or other than people, rather?
[8:19 PM]trevordevall: There are MANY.
[8:20 PM]trevordevall: But you normally have to go looking for them.
[8:21 PM]trevordevall: As I said, there are dark powers asleep in the world. Even now, the Order assassin Veil hunts down a lich-like creature that threatens to reconquer the Red Wastes.
[8:21 PM]Silverlion: Interesting
[8:22 PM]Silverlion: How does a to hit work to produce multiple chains of information?
[8:22 PM]trevordevall: Giant spiders roam the forests, strange sleep-envenomed centipede things burrow under mountian villages stealing children, and every so often an angry aggreived lord refuses to stay dead.
[8:23 PM]Silverlion: “I’m not dead, yet.”
@SilverlionHow does a to hit work to produce multiple chains of information?[8:23 PM]trevordevall: It’s a “success level” system. Roll under skill but high. The loser’s SLs reduce the winner’s. The tens die is the success level, which tells you base damage and how many maneuvers you may perform; the ones die is hit location.
[8:24 PM]Dan (Hardboiled GMshoe): Do you have a character sheet that we can see?
[8:24 PM]trevordevall: Weapons add damage, armor is by the piece and location, and is ablative.
[8:25 PM]trevordevall: Not yet – it’s not ready for prime time.
[8:25 PM]Dan (Hardboiled GMshoe): No problem. Can you describe the elements that make up a character, then?
[8:25 PM]Silverlion: How ablative?
[8:27 PM]trevordevall: Skills, of which there are about 40 or so grouped into 4 categories; Attributes, which deal with things like innate resolve, toughness, encumbrance capacity, etc.; Personality, which is heavily influenced by Pendragon; and Goals, the pursuit of which are how you gain XP.
@SilverlionHow ablative?[8:28 PM]trevordevall: I dont understand…
[8:28 PM]trevordevall: Armor reduces incoming damage.
[8:28 PM]trevordevall: But its encumbrance is significant.
[8:29 PM]trevordevall: Enc eats into Resolve, which is used a LOT by spellweavers, but also by any PC for rerolls, initiative spends, adding bonus SLs after a success, etc.
[8:29 PM]Silverlion: Ah. I meant the common rule that armor is damaged–it always seems to fragil in those system, but if it reduces damage to the user, that’s awesome.
[8:30 PM]trevordevall: Armor damage is a thing, but currently its an optional rule
[8:30 PM]Silverlion: Good.
[8:31 PM]Dan (Hardboiled GMshoe): Is there a relationship between Attributes and Skills?
[8:31 PM]trevordevall: Weapons all have different features too – generally, the faster a weapon, the easier it is to circumvent a shield, or choose a location to hit. The bigger the weapon, easier to knock prone.
[8:32 PM]Silverlion: Not to get closer to their foe..?
@Dan (Hardboiled GMshoe)Is there a relationship between Attributes and Skills?[8:32 PM]trevordevall: No, the do different but equally important things.
[8:33 PM]Silverlion: Cool. The former is a thing I tried–but found to complex and clumsy
@SilverlionNot to get closer to their foe..?[8:33 PM]trevordevall: I don’t go the whole “Mythras” treatment with weapon reach – my version is simpler.
[8:33 PM]trevordevall: I love Mythras, but for me it’s juuuuust this side of too fiddly. But of course that’s all subjective!
[8:34 PM]trevordevall: Some would run screaming from my game’s perceived fiddlyness.
[8:35 PM]trevordevall: My goal is to find that balance between Detail of resolution and Speed of resolution. You know – the holy grail of game design.
[8:36 PM]Dan (Hardboiled GMshoe): How specific are the Skills?
[8:36 PM]Dan (Hardboiled GMshoe): Like, can you give me an example of a weapon skill?
[8:36 PM]trevordevall: Sure. Fast Wepons vs Medium weapons. Each skill covers several types of weapon.
[8:37 PM]trevordevall: Social skills are really where things can et fun. I love a tactical treatment of a social encounter, as an option (if the stakes are high enough). Using Persuade vs Wit vs Inspire could change the entire outcome.
[8:37 PM]Dan (Hardboiled GMshoe): (brb)
[8:40 PM]Dan (Hardboiled GMshoe): (back)
[8:40 PM]Dan (Hardboiled GMshoe): What are the Attributes?
[8:41 PM]trevordevall: Max Resolve, Encumbrance Threshold, Toughness, Recovery, Initiative, and Weary Threshold.
[8:42 PM]Dan (Hardboiled GMshoe): How is brute strength rated, and does it affect melee weapon damage?
[8:42 PM]trevordevall: Toughness and Weary intersect with the Wound mechanics, which use d10’s and d20s.
[8:42 PM]trevordevall: The Might skill
[8:43 PM]trevordevall: Weapon damage is made of base damage and the SLs from a successful skill roll.
[8:43 PM]trevordevall: Whcih are always opposed.
[8:44 PM]trevordevall: It’s the combat maneuvers that can really change the situation though. You buy thiose with net SLs from the combat exchange.
[8:47 PM]Dan (Hardboiled GMshoe): Can you walk us through how a melee attack would play out in the system?
[8:51 PM]trevordevall: Initiative is rolled – it’s a die step, go on the number rolled. Enemies have static initiative. Winner can move and perform an action. An attack has options like Aggressive, Defensive, etc, but the standard is roll under but high. Enemy can dodge or parry. Loser’s SLs reduce the attackers. Net SLs add to weapon damage in the rolled hit location (armor reduces). SLs are spent on Choose Location and/or 1 maneuver (knock prone, unbalance, compel surrender, etc.) . Damage over armor is recorded as a Wound – immediately roll the Wound die to avoid incapacitating that location. If over the Lethality level, also roll d20.
[8:52 PM]trevordevall: Toughness adds to the Wound die and Death die (d20) rolls; greater Toughness, less likely to succumb to wounds.
[8:53 PM]Dan (Hardboiled GMshoe): So the system uses percentile dice and d20s; any other dice involved?
[8:54 PM]trevordevall: d100s are the main engine. All die types are a possibility in Initiative – I like using all the little buggers. d20s are exclusively for Death Die and Infection Die.
[8:54 PM]Dan (Hardboiled GMshoe): How much damage can the average person take?
[8:55 PM]trevordevall: One good sword thrust to an unarmored person is likely to drop them screaming for their mother. Kill them? Probably not. Not if they get a Healer’s attention.
[8:56 PM]trevordevall: As I said, heroes are the product of their actions – not of their special abilities. These are real people you play.
[8:56 PM]trevordevall: (Sort of. You know what I mean ;))1
[8:57 PM]trevordevall: That’s why Resolve is so important to a PC – rerolls (and armor!) save lives.
[8:59 PM]Thanaeon: On the show you’ve shown us combat, social encounters, travel and a bit of magic – any other sub-systems like that planned? What about society mechanics?
[9:00 PM]trevordevall: That’s in the works. I’m heavily inspired by the Worlds/Stars Without Number faction mini-game. I want to bring that as an option to players who want Big Picture games. the social skills in place already can cover alot of it.1
[9:02 PM]trevordevall: I actually wanted to use those kind of rules in Season 3, but it didn’t come around.
[9:02 PM]Thanaeon: How widely are you using the supply die system that you showed in attempting to heal the assassin in the show? Is it used for travel supplies, money, etc.?
[9:02 PM]trevordevall: Yeah, a lot of things. It’s called the Timer Die, and it shows up in very useful places.
[9:05 PM]Thanaeon: One thing that often strikes me as odd in combat with non-human opponents is how mechanically they don’t necessarily differ much from human ones. Any plans for representing things like a giant’s blows being too heavy to parry, how the walking dead don’t flinch when struck, what exactly happens when you “parry” unarmed attacks by people or animals alike with a sharp blade, that kind of thing?
[9:07 PM]trevordevall: Yeah. You can’t parry a Giant’s blow. Dodge or become a pancake.The undead don’t roll Wound dice, so you can’t incapacitate them from pain like you can a person. Using Unarmed skill against a sharp blade is going to be at a disadvantage.
[9:07 PM]trevordevall: Tougher creatures do bonus SLs if they are successful against you.
[9:08 PM]Dan (Hardboiled GMshoe): How does the Might skill affect the damage calculation?
[9:09 PM]trevordevall: I very much encourage creative thinking in a fight. You can mechanically use the zone’s features to your advantage; and if you can prepare, you can even prep bonus SLs for use against enemies in that area.
[9:09 PM]Thanaeon: Simple and elegant. I like it. Might like some kind of gradation to the bigger opponent scenario – maybe decreasing parry SLs by how large the attacker is, so that you can still get some benefit from parrying a troll even if most likely you’d be better off just evading?
@Dan (Hardboiled GMshoe)How does the Might skill affect the damage calculation?[9:10 PM]trevordevall: It doesn’t. It’s its own skill. Skill value is everything. If you are a master swordsman, you’ll know just how to strike for maximum effectiveness. That said, bigger weapons can do things like Cleave Shield, Reach weapons get free attacks against charging enemies, etc.
@ThanaeonSimple and elegant. I like it. Might like some kind of gradation to the bigger opponent scenario – maybe decreasing parry SLs by how large the attacker is, so that you can still get some benefit from parrying a troll even if most likely you’d be better off just evading?[9:11 PM]trevordevall: Bigger enemies cost more SLs to perform Maneuvers on (in general). They’ll also be Tougher, and may even have a bigger Wound die1
[9:12 PM]trevordevall: Also, the size of weapion affects the cost of maneuvers.
[9:12 PM]Dan (Hardboiled GMshoe): How many Wounds can a body part take before being incapacitated, and does a deadly wound have to be to the torso or head?
[9:13 PM]trevordevall: A deadly wound can happen anywhere, but most quickly in the head. Every location has a lethality level; wounds over that level force a Death Die (d20) roll. Roll the current wounds or less, goodnight Irene. (PCs get an Endurance roll to “save”, and there are other options to make things slightly easier: maimed limbs instead of dead characters, etc. All options)
[9:15 PM]trevordevall: Wounds can also bleed out if you’re lying there with bad ones. The Heal skill can be used in many ways, especially in First aid to stabilize the dying.
[9:16 PM]trevordevall: And Infection is a thing (currently optional – but not for my players! ;))
[9:17 PM]Thanaeon:
@ThanaeonSimple and elegant. I like it. Might like some kind of gradation to the bigger opponent scenario – maybe decreasing parry SLs by how large the attacker is, so that you can still get some benefit from parrying a troll even if most likely you’d be better off just evading?[9:17 PM]trevordevall: In those cases, certain monsters cause a disadvantage to your parry roll – it’s possible to parry them, just harder.1
[9:19 PM]Dan (Hardboiled GMshoe): Speaking of large monsters, is there any sort of a scaling mechanic that makes big, strong creatures do more damage but be easier to hit and vice versa?
[9:20 PM]trevordevall: Yeah, I alluded to some upthread.
[9:20 PM]Thanaeon: Do the magic rules contain anything about creating enchanted items, potions or the like?
@ThanaeonDo the magic rules contain anything about creating enchanted items, potions or the like?[9:22 PM]trevordevall: Yes, although it’s best to put all thoughts of Vancian, “D&D”-style magic out of your mind. This is more Ars Magica than Pathfinder. There are speciifc rules for enhancing magic; most magic is made o the fly. There are not a lot of pre written “spells”. You combine a Binding skill and a Strand skill and rework the Weave – but the more ostentatious the effect, the more the Weave will fight back.
[9:23 PM]Silverlion: I like that much better than D&D “Vancian”
[9:23 PM]trevordevall: Yeah. I left D&D in 1989 and never looked back.
[9:24 PM]Dan (Hardboiled GMshoe): How does the Weave fighting back manifest?
[9:25 PM]trevordevall: With all kinds of things: fatigue, damage, changing the target, causing random chaos – all kinds of things. You can mitigate the Weave somewhat by good skill rolls and/or extra Resolve expenditure.
[9:25 PM]Thanaeon: What sort of range are you thinking of in terms of Weave backlash? (BTW, I remember reading a few decades ago on the internet a GURPS magic system which had the interesting feature that a magic user’s ability to channel magic wasn’t really capped, so within the range of backlash possible in the system, it seemed like it was only a matter of time before a spellcaster doomed and sufficiently spiteful could simply obliterate the region they were in. Probably unintentional, that.)
[9:26 PM]Dan (Hardboiled GMshoe): Does the game include a bestiary, and if so, how large is it?
[9:26 PM]trevordevall: Yeah, magic in the Broken Empires isn’t as apocalyptic as all that… but the rituals can be.
[9:26 PM]Thanaeon: Okay, my question kinda overlapped with Dan’s, but more explicitly, what’s the high range of Weave backlash look like?
[9:27 PM]trevordevall: I’m working on it. I am currently focused on getting stat blocks for everything that’s reared its monstrous head over the 4 seasons of the show.1
[9:27 PM]Dan (Hardboiled GMshoe): Can the system handle Skill scores in excess of 100?
@ThanaeonOkay, my question kinda overlapped with Dan’s, but more explicitly, what’s the high range of Weave backlash look like?[9:28 PM]trevordevall: The bigger and more ostentatious the spell effect, the more Reactions. You can mitigate only 3 – so at some point you;ll have to choose which Bad Thing you’re going to let happen. Normally it’s the GMs call as to the specific Weave Reactions – but I like to dice randomly forthem.
@Dan (Hardboiled GMshoe)Can the system handle Skill scores in excess of 100?[9:29 PM]trevordevall: Yup, very much like how Mythras does it.
[9:29 PM]Dan (Hardboiled GMshoe): How is that?
[9:30 PM]trevordevall: Subtract 100 from your skill. Any extra “tens” die values become bonus SLs. (skill of 125? Roll and add +2 SLs to your outcome)
[9:30 PM]Thanaeon: Neat.
[9:32 PM]Dan (Hardboiled GMshoe): In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[9:32 PM]trevordevall: I’ve been editing since 6AM, so my brain is fried. I think we’ve covered a lot here!
[9:32 PM]Dan (Hardboiled GMshoe): Okay! Thanks very much for joining us, @trevordevall!
[9:33 PM]Dan (Hardboiled 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.
[9:33 PM]Thanaeon: How much detail are you thinking of for the setting parts?
[9:33 PM]trevordevall: A general gazetter for the main book, and detailed area specific setting books to come down the road.
[9:33 PM]Dan (Hardboiled GMshoe): If you’ll give me a minute, I’ll get the log posted and link you!