Thursday, September 12, 2013

[Q&A] Calvin Johns & Jake Stolhandske (Mazaki No Fantaji)

[19:04] <+AnthroposJake> Alright, I'm Jake Stolhandske. I'm the mechanics designer for Anthropos.
[19:05] <+AnthroposCalvin> I'm Calvin Johns. I'm a PhD candidate in Anthropology at the University of Texas. Originally from Michigan. Been gaming for about 20 years.
[19:05] <+AnthroposCalvin> And I'm the owner and lead designer for Anthropos Games! Yay!
[19:05] <+AnthroposCalvin> As for Mazaki No Fantaji....
[19:06] <+AnthroposCalvin> It is our take on a moody, dramatic tabletop role-playing game that has been heavily inspired by the cinematic qualities of our favorite anime and JRPGs
[19:07] <+AnthroposCalvin> Although there a couple anime games out there, I feel like "Mazaki" is pretty much unique in its non-generic setting and emphasis on the cinematic, both elements we borrow from the JRPG genre
[19:07] <+AnthroposCalvin> So... Hmmm... It's a d10 system that is qualitative and creative, but also affords an incredible degree of tactics and strategy that the mechanically-minded would enjoy
[19:07] <+AnthroposCalvin> (done)
[19:07] <~Dan> Thanks, guys!
[19:08] <+AnthroposCalvin> Thank you
[19:08] <~Dan> Would anyone like to start us off with a question?
[19:08] <~Dan> And while we're waiting, one of my own:
[19:08] <~Dan> What can you tell us about the nature of the setting?
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[19:09] <+AnthroposJake> Oh geez, where to start?
[19:09] <+AnthroposCalvin> Well, we have three central cultures that provide the human part of the setting
[19:10] <+AnthroposCalvin> The Tomishi people are a group of agrarians villagers, much like the Emishi in history or "Princess Mononoke." We have added other fictional tribes to the Emishi peoples to allow for more cultural variety even within this one political faction. The Tomishi are the native peoples of the game's geographic setting.
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[19:11] <+AnthroposCalvin> They practice particular forms of magic, live in 30-100 family villages primarily, and have the best stores of knowledge on aurochite (a fictional organic metal) and using Jade (the slightly radioactive levitation stone in the game) for refining magics
[19:12] <+AnthroposCalvin> They ride a variety of deer species and have wandering blacksmiths, but no central factories. The central hub of the whole game, Mazaki City, is the sole (so far) Tomishi metropolis. It is a fully functioning 15th century city.
[19:12] <+AnthroposJake> The Guanxi Empire is inspired by a mix of Han Dynasty China and Industrial Revolution England. They're a strong state headed by the Emperor with tons of bureaucracy and intrigue located on a large island to the East of the mainland.
[19:13] <+AnthroposJake> They are just starting to break out of centuries of isolationism and have set their sights on the Tomishi mainland
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[19:15] <+AnthroposJake> Mainly, they're interested in setting up charter colonies to acquire resources from the region: Iron, Jade, etc. There have been a few violent incidents, but by and in large there's been an uneasy truce
[19:15] <+AnthroposJake> at least thus far
[19:15] <+AnthroposCalvin> The Andhurans are the pan-European culture. They reside in the floating castles and fortresses. They use Flight Jade for flight, producing a caste of poisoned and deformed workers. Andhurans float over the Nopo Continent, stealing resources and slave labor for Jade mining from the various Tomishi tribes unattached to Mazaki City.
[19:15] <+AnthroposCalvin> And the world is pretty "otherworldly"
[19:16] <+AnthroposCalvin> We are shooting for scenic and lively environments like those from our favorite JRPGs. The landscapes and roaming beasts of a FFXIII or Monster Hunter
[19:17] <+AnthroposCalvin> Mazai City, as I hinted at, is the hub of the game. All three cultures have an investment there, and it's really the biggest city on the continent. It was once a floating fortress city 260 years ago, but landed in the plains 200 years ago. It has since grown into the Nopo culture and become a unique center for trade and learning.
[19:18] <+AnthroposCalvin> The Andhurans claim that Mazaki is technically Anhduran, since they share an ancestor culture from 260 years ago. Many of the original inhabitants of Mazaki City were ethnically identical to Andhurans, so that gives them some claim.
[19:18] <+AnthroposCalvin> Mazaki City also had a Guanxi population when it landed, prisoners from an almost-forgotten war centuries ago. So the Guanxi have a bit of interest in the place as well.
[19:19] <+AnthroposCalvin> Over the last 200 years the city has become all but completely Tomishi in culture and aeshetics
[19:19] <+AnthroposCalvin> (done)
[19:20] <~Dan> Interesting!
[19:20] <~Dan> So I take it there's a pretty wide range of tech levels at play?
[19:22] <+AnthroposCalvin> Well, we are sticking with 15th and 16th century for everyday goods. As far as the war and weapons tech go, the Andhurans have Flight Jade ships that run on coal and jade power. And the Guanxi are even getting a little 19th century in their industrializing with factories, coal-powered tanks, and things.
[19:22] <~Dan> Are there firearms?
[19:23] <+AnthroposCalvin> No. But there are three-man cannon teams
[19:23] <+AnthroposCalvin> Like, 6' long gunpowder cannons that have been technologically refined enough for rifle size
[19:23] <~Dan> Heh. Cool. :)
[19:24] <~Dan> How powerful and pervasive is magic?
[19:24] <+AnthroposJake> But, the Andurhans use flight Jade to accelerate their projectiles in place of gunpowder
[19:25] <+AnthroposCalvin> Magic is... around. hahaha
[19:25] <+AnthroposCalvin> It is viewed differently by different cultures, depending on the type of magic. Almost half of the "powers" the heroes can get during chargen are magical to some extent
[19:25] <+AnthroposCalvin> But those are the heroes, not the everyday folk
[19:26] <+AnthroposJake> It's kind of a thin line to walk in a world like this. Players will, of course, experience magic far more often than everyday villagers
[19:26] <+AnthroposCalvin> And one of my big emphases is on keeping magic in our games sorta like magic is in actual cultures: on the outskirts, a little distrusted, always kept at arms length
[19:27] * ~Dan nods
[19:27] <+AnthroposCalvin> It isn't like we have spells that increase in level until you're dealing 80 hp in a hit
[19:27] <+AnthroposCalvin> The "wound system" can tally a fireball or a punch to the face, or even an intimidating scowl, on the same level
[19:27] <~Dan> So looks can kill?
[19:28] <+AnthroposCalvin> Hahaha. Well, looks can deal "[1]" which is a little Stress Wound
[19:28] <+AnthroposCalvin> But a weak punch or errant fireball could end up only doing [1] as well!
[19:28] * ~Dan nods
[19:29] <~Dan> So is magic more power- than spell-based?
[19:29] <+AnthroposJake> Well, magic has developed differently in different places.
[19:29] <+AnthroposCalvin> Yeah, it's effect-based in the system
[19:29] <+AnthroposCalvin> But the 7 Element system sorta changes things up a bit
[19:30] <+AnthroposCalvin> I guess they're still effect-based, but you get flavors of things added to other effects from the actual spells
[19:30] <~Dan> To clarify: Is it more "My character can fly because magic," or "My character can cast a 'Fly' spell on himself"?
[19:30] <+AnthroposCalvin> Yes. My character can fly because magic
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[19:31] <+AnthroposCalvin> And, I think the only way we can fly in the game so far is if you transform into a winged animal or wear some kind of Flight Jade apparatus
[19:31] <~Dan> Would you go so far as to say it's akin to magical superpowers?
[19:31] <+AnthroposCalvin> We'd have to get down to specifics
[19:32] <+AnthroposCalvin> We have "Facets" for heroes, the facets of their Fate. These are the special powers of the game.
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[19:32] <~Dan> (Howdy, egyptian!)
[19:32] <+AnthroposCalvin> One can be "Tactics": your hero knows some rad military moves that hep steal momentum from your enemies and give it to your allies
[19:32] <~Dan> Special powers, meaning intrinsic?
[19:33] <+AnthroposCalvin> Whereas "Transfusion" is a Face that allows you to cut yourself (dealing self-damage) to heal an ally
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[19:33] <+AnthroposCalvin> Yes, all innate to the heroes
[19:33] <~Dan> So there aren't wizard/sorcerers in the setting?
[19:33] <~Dan> (Howdy, Bill!)
[19:33] <+AnthroposCalvin> We even differentiate between "anima" magic and "spell" magic... So, it's a very organic thing that fits in quite seamlessly with the setting
[19:34] <+AnthroposCalvin> Only one culture, the Guanxi, recognizes a person they would call a "wizard"
[19:34] <~Dan> So those people do use "spell" magic?
[19:34] <+AnthroposCalvin> These would be recognized by the state, and brought into formal training, and given certain military positions within Sorcerer units and magic-related duties
[19:35] <+AnthroposCalvin> Nobody has anything like a Vancian spell or spellbook
[19:35] <+AnthroposCalvin> Another Facet is "Force of Nature"
[19:36] <+AnthroposCalvin> You can summon a "force of nature" (whether that be a flood, a wind, an earthquake, etc.) to sap big momentum from all enemies
[19:36] <+AnthroposCalvin> It wouldn't be a "spell" per se
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[19:36] <+AnthroposCalvin> But an ability that the hero has
[19:36] <+AnthroposJake> I mean, if you're a "Wizard" you have a specific power or two that you can use rather than a big list of utility magics.
[19:36] <~Dan> (Howdy, AWOLJoe!)
[19:37] <+AnthroposCalvin> Such a power would be recognized as "magic" by the Guanxi state and brought into the fold of their wizarding peoples
[19:37] <+AnthroposCalvin> Make sense?
[19:37] <~Dan> Hmm. Definitely sounds akin to "magical superheroes" to me. Not that that's a bad thing, mind you. :)
[19:37] <~Dan> It does, thanks.
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[19:37] <~Dan> (Howdy, Snoof!)
[19:38] <+AnthroposCalvin> Where you draw the line between "magic" and "non-magic" in a world like this is an organic thing
[19:38] * ~Dan nods
[19:38] <+AnthroposCalvin> Sure, you can think of that way, I guess.
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[19:38] <~Dan> Well, let me put it this way: Are you familiar with Xanth?
[19:38] <+AnthroposCalvin> Yes
[19:38] <+AnthroposCalvin> only the video game from like 1990, hahaha
[19:39] <~Dan> See, I look at Xanth magic as more like magical superpowers.
[19:39] <+AnthroposCalvin> Well, sure, like Xanth
[19:39] <~Dan> Sounds like magic in MNF is similar in that regard.
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[19:39] <~Dan> (Howdy, Skimble!)
[19:39] <+AnthroposCalvin> You don't get a list of spells at all
[19:40] * ~Dan nods
[19:40] <~Dan> I'm guessing that over-the-top martial arts abilities are magic as well, in setting terms?
[19:41] <+AnthroposCalvin> In a fantastic world, that kind of action is not normal or everyday, but would be considered "heroic" not "magical"
[19:41] <+AnthroposCalvin> Would you consider the characters in Crouching Tiger, Hidden Dragon to be magical?
[19:41] <+AnthroposCalvin> Or in a Jet Li movie?
[19:41] <+AnthroposCalvin> Probably not.
[19:42] <+AnthroposCalvin> So I think we mean it like that.
[19:42] <+AnthroposCalvin> And that sounded less heavy-handed saying it out loud. Sorry. Hahahaha
[19:43] <~Dan> True, but it depends upon how (and if) the setting describes the source of those abilities. I would consider abilities in Exalted to be magical, for examplel.
[19:43] <+AnthroposCalvin> Ah, sure. I can see that.
[19:43] <+AnthroposCalvin> Yeah, for us it's more House of Flying Daggers and "heroic" than magical
[19:43] <+AnthroposCalvin> Which I think fits in with your magical superpowers thing
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[19:44] * ~Dan nods
[19:44] <~Dan> I hope that doesn't sound disparaging, by the way.
[19:44] <+AnthroposCalvin> No, just not a phrase we've really thrown around in house so I'm trying to figure it out as we go. haha
[19:45] * ~Dan chuckles
[19:45] <~Dan> Are there monsters in the setting?
[19:45] <+AnthroposCalvin> Uh oh....
[19:46] <+AnthroposCalvin> There are what SOME would call monsters, but we'd see them as just "otherworldly" creatuers
[19:46] <+AnthroposCalvin> Like, the big beasts in Monster Hunter or FF titles are not technically "monsters"
[19:46] <+AnthroposCalvin> They are creatures in the world
[19:46] <+AnthroposCalvin> That are odd and maybe violent at times, and otherworldly for sure.
[19:48] <+AnthroposJake> But there are also totally "Monster" monsters
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[19:49] <~Dan> How do you distinguish between teh two?
[19:49] <+AnthroposJake> As conflict arises between nature, magic, and technology true "monsters" are created from that friction
[19:49] <+AnthroposCalvin> But most of the monstrous things and beasts you could fight are actually natural beasts of the setting
[19:50] <+AnthroposCalvin> Boom, tag-team answer!
[19:50] <+AnthroposCalvin> Like in Princess Mononoke, would we consider the animal spirits "monsters"?
[19:51] <+GenoFoxx> like the difference between a dire wolf and a shadow beast?
[19:51] <+AnthroposCalvin> Yeah
[19:51] <+AnthroposCalvin> Indeed
[19:51] <+AnthroposCalvin> Thanks
[19:51] <+GenoFoxx> np
[19:52] <~Dan> How morally ambiguous is the setting?
[19:52] <+AnthroposCalvin> Hahaha. Incredibly
[19:52] <+AnthroposCalvin> Thank you.
[19:53] <+AnthroposCalvin> There are no "evil" creatures at all, which is why "monster" was such a tough word
[19:53] <+AnthroposCalvin> Things are natural, and different cultures put the label evil on different things.
[19:54] <+AnthroposCalvin> Well, haha, for the sake of guiltless gaming, we did include maybe a few "evil" things to give players black-and-white baddies
[19:54] <+AnthroposCalvin> Those "jaded" creatures that are violent and unreasonable
[19:55] <~Dan> They sound more "bitchy" than "evil". :)
[19:55] <+AnthroposCalvin> But we really do keep things morally ambiguous. I mean, it's an ecologically sound world so we tried to keep things realistic.
[19:55] <+AnthroposCalvin> Haha, yeah, I'd say that too. But some people like having cut-and-dry evil and that was the best we could do while sticking to the ethos of the world
[19:56] <~Dan> Given the moral ambiguity, are there any assumptions about what the PCs will be doing?
[19:57] <+AnthroposCalvin> There is no "dogs in the vineyard" or "exalted" mission that your PCs have, no
[19:58] <~Dan> How in line is that with JRPGs?
[19:59] <+AnthroposJake> So, the best JRPGs take someone with a pretty generic backstory, confront them with a challenge, and watch them grow to confront that challenge
[19:59] <+AnthroposCalvin> I can't think of a JRPG that has as heavy-handed a "motive
[19:59] <+AnthroposCalvin> "motive" or "mission" as most of the American games
[20:00] <+AnthroposCalvin> We focus very much on ontologically "different" heroes in gaming
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[20:00] <~Dan> (Howdy, Ian!)
[20:00] <+Ian_stewart> 'Allo!
[20:01] <+Ian_stewart> Did i miss the excitement?
[20:01] <~Dan> Nope. You are almost literally right in the middle of it.
[20:01] <+Ian_stewart> *KErmit the frog Flail* YAAAAY
[20:01] <~Dan> So let's turn to the system. How's it work?
[20:01] <+AnthroposJake> Any person in the Mazaki world has the potential to become a PC. So, sure, there may be some characters who have a mission or a motive, but it's not necessary.
[20:02] <+AnthroposJake> Sweet, that's more my area
[20:03] <+AnthroposJake> The system runs off of "tiles" to manage combat
[20:03] <+AnthroposJake> Themes, Conditions, and Obstacles
[20:05] <+AnthroposJake> Themes are the general tone of the encounter. You might have a "Monster Mayhem" theme, or an "incorruptible glory" theme.
[20:06] <+AnthroposJake> Conditions are bits of the narrative that are "pinned down" and they can be stumbling blocks or problems that you have to work around.
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[20:07] <+jscifert> Hey Ben!
[20:07] <~Dan> (Welcome to #rpgnet, jscifert!)
[20:07] <+AnthroposJake> "The building is on fire" or "Ground slick with ice" are common ones
[20:07] <~Dan> (Oh... Ben will be here tomorrow, jscifert. :) )
[20:08] <~Dan> (Did I post the wrong date?)
[20:08] <+jscifert> Aha, got the day wrong :) Thanks! Nope, I misread it :)
[20:08] <+AnthroposJake> Obstacles are the core of an encounter. They can be monsters if you're in a hack and slash fight, or they can be more passive like a locked door.
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[20:08] <~Dan> (Well, you're welcome to hang out with us, regardless, if you like... or not. :))
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[20:08] <+AnthroposCalvin> (Yes, feel free)
[20:09] <+AnthroposCalvin> Yeah, I think Jake covered it. The Tiles are something pretty unique. They really blend the qualitative and the mechanical
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[20:10] <~Dan> (Welcome to #rpgnet, Bigby!)
[20:10] <+Ian_stewart> I'll be back shortly, with a few questions, msot likely. This is a pretty interesting looking title.
[20:10] <+AnthroposCalvin> We REALLY wanted a qualitative game, something where you had to be creative and a little theatrical. We didn't want the game to be like the d20 games are now, where you just "right-click" on bad guy to attack
[20:10] <~Dan> So how does that work mechanically?
[20:10] <+AnthroposCalvin> But we also REALLY wanted tactics, strategy, mechanical know-how
[20:10] <+AnthroposCalvin> I'm glad you asked, Dan
[20:10] <+AnthroposCalvin> Hahaha
[20:10] <~Dan> :)
[20:10] <+AnthroposCalvin> You "play to" Traits and Themes to build your pool of dice
[20:11] <+AnthroposCalvin> And this "playing to" requires some cunning and creativity
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[20:11] <+AnthroposCalvin> Staying in line with the character and the mood and the scene. You know, role-playing.
[20:11] <+AnthroposJake> (Traits are like themes for individual characters)
[20:11] <+AnthroposCalvin> And then you roll the dice against someone who is doing the same
[20:11] <+AnthroposCalvin> And when you end up with Successes, you have to be damn smart about what to do with them
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[20:12] <+AnthroposCalvin> Dealing damage is only one thing. You can set up a Condition instead, (like "the building is on fire" or "the idol is in my hand")
[20:12] <+AnthroposCalvin> In effect, you "mark" certain narrative things you want as official
[20:12] <+AnthroposCalvin> When you make a Condition marking something, it is then a fact that everyone has to abide in the story
[20:12] <~Dan> Sounds vaguely FATE-like.
[20:12] <+AnthroposCalvin> So, it's qualitative in that you can make up whatever you want
[20:13] <+AnthroposCalvin> It is "vaguely" FATE-like, yes
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[20:13] <~Dan> What stats make up a character?
[20:14] <+AnthroposCalvin> But the way these are Created (with any success in any roll), Forced (used with a success to sap momentum from others) and Triggered (accidentally triggered by yourself to sap your own drama) is pretty unique and much more mechanical
[20:14] <+AnthroposCalvin> Characters each have two Facets and two Traits, that's it. And a set amount of health.
[20:15] <~Dan> Wow. What are the Traits?
[20:15] <+AnthroposCalvin> The qualitative descriptors of a character. I guess "vaguely" like the aspects of FATE
[20:15] <+AnthroposJake> So, like I said before, traits are like themes for individual characters
[20:16] <+AnthroposCalvin> But, as I think our DestinationRPG interview really dug into, these Traits do not just replace the skills or abilities of other games. It isn't like "Make up your own skill qualitatively!"
[20:16] <~Dan> So how do you determine the "hard facts" about a character -- how much he can lift, how fast he can run, etc.?
[20:16] <+AnthroposCalvin> they are your character's persona
[20:16] <+AnthroposJake> Hoave you ever seen an anime that actually kept track of that?
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[20:17] <~Dan> Well... I'm not sure I've ever seen any movie that kept track of such things, per sé.
[20:17] <+AnthroposJake> exactly
[20:18] <+AnthroposCalvin> Yeah, no "hard facts" in that regard.
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[20:18] <+AnthroposCalvin> I guess we just didn't feel it necessary
[20:18] <+AnthroposCalvin> The drama in a scene should be caused by the hero fighting against the obstacle
[20:18] <+AnthroposCalvin> If it says on my character sheet: "You can lift 546lbs"
[20:18] <+AnthroposCalvin> And we come up to a boulder
[20:18] <+AnthroposCalvin> I just ask you "How much does it weigh?"
[20:18] <+AnthroposCalvin> If you say "540lbs"
[20:19] <+AnthroposCalvin> Then I say "Right-click: Move the boulder"
[20:19] <+AnthroposCalvin> So, instead, if you have a Trait like "Larger Than Life" or "Thick as a Brick" you can get more dice when doing muscley things
[20:19] <+AnthroposCalvin> And we kinda like it that way. The drama is in the struggle and in the roll, we feel.
[20:19] <+xyphoid> man, next you'll be saying you don't provide an encumbrance chart!
[20:20] <+AnthroposCalvin> Hahaha
[20:20] <~Dan> What die type does the game use? And I take it that it's a dice pool system?
[20:21] <+AnthroposCalvin> Believe it or not, even the strict anime fans (who reminded us vehemently that they weren't "gamers" when they played) ASKED for item slots, an encumbrance chart of sorts
[20:21] <+AnthroposCalvin> yeah, d10
[20:21] <+AnthroposCalvin> Our upcoming infomercial will be ALL about the cool thing that is the d10
[20:21] <+AnthroposCalvin> Haha
[20:21] <+xyphoid> I quite like item slots too (even as I hate encumbrance) - did you go with them?
[20:22] <+xyphoid> it's like, it's easier to keep track of 'i have five things' in my mental picture of the sitch
[20:22] <+AnthroposCalvin> Sorta, yeah. It went with the JRPG feel, so in conventions I've been giving people 3 slots to fill with items of whatever they want
[20:22] <+xyphoid> sweet
[20:22] <+AnthroposJake> So, one of the goals of the game design was to create a system that didn't need charts or slots or even to open the book once the scene.
[20:22] <+AnthroposJake> scene was set
[20:22] <+AnthroposCalvin> "Camping supplies" "Pair of Daggers" "Lantern and fuel" etc
[20:22] <+AnthroposCalvin> It felt right at GenCon so we ran with it
[20:23] *** Corinna is now known as Lioness
[20:24] <+AnthroposCalvin> Apart from that list of mundane things, you character can gain "Artifacts" which are represented as separate Tiles and can be quite badass
[20:24] <+Ian_stewart> Say, I'm going to run a quick advert for your kickstarter. Do you have any images with a 750 + pixel width suitable to throw on a quick banner?
[20:24] <+AnthroposCalvin> But that's not equipment per se, you get them like you get a new power or ability
[20:24] *** IckyVicky is now known as FaerieGodfather
[20:24] <+AnthroposCalvin> Yeah, I do
[20:25] <+Ian_stewart> Toss it my way, and I'll see if I can't help drown your kickstarter in a little more money. A few of my friends absolutely love this sort of setting.
[20:26] <+Bigby> I came in late and have to get back to work soon.  Could you toss up a link to the kickstarter?
[20:26] <+AnthroposCalvin> (Link: http://kck.st/18v4iT4)http://kck.st/18v4iT4
[20:26] <+BlasterKyubey210> Tiles?
[20:27] <+Bigby> ty
[20:28] <+AnthroposCalvin> Shoot, you're right! the Kickstarter. Haha
[20:28] <+AnthroposCalvin> Yeah, anyone who pledges from this interview should get something special
[20:28] <+AnthroposCalvin> T-shirt?
[20:28] <~Dan> That would be cool. :)
[20:28] <+AnthroposCalvin> Banner: (Link: http://anthroposgames.com/wp-content/uploads/2013/09/Kicktraq-Banner-Ad.jpg)http://anthroposgames.com/wp-content/uploads/2013/09/Kicktraq-Banner-Ad.jpg
[20:28] <+AnthroposCalvin> Yeah, let's do that.
[20:28] <+Silverlion2> What about the tiles?
[20:28] <+Silverlion2> Sorry I was busy?
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[20:29] <&Silverlion> Darn thing. What was it about tiles?
[20:29] <+AnthroposCalvin> Ian, I posted a banner up, not sure how to get you the link
[20:29] <+AnthroposCalvin> Hahaha
[20:29] <+AnthroposCalvin> Tiles are all the objects on the table, Silverlion
[20:29] <+BlasterKyubey210> Ah
[20:30] <+AnthroposJake> For us, tiles are usually index cards with relevant info written on them. The system can handle a lot of moving pieces, so it's easier to have every element separate.
[20:30] <+AnthroposCalvin> The Obstacles, Conditions, Themes, Characters, etc.
[20:30] <+Ian_stewart> Try pming, or e-mail me at ian@newhorizonrpg.com
[20:31] <+AnthroposCalvin> But, seriously, when we print these Tiles, they look damn pretty
[20:31] <+AnthroposCalvin> If you've seen the KS video or the promo art, we have some awesome Tiles out there
[20:31] <+AnthroposCalvin> But, yes, most of the games we play at home use index cards with my sloppy handwriting. haha
[20:32] <~Dan> We do a lot of gaming via IRC here. Would that even be possible with MNF?
[20:32] <+AnthroposCalvin> The story unfolds as the table grows....
[20:33] <+AnthroposCalvin> It would actually be quite cool to just focus on the qualitative story-telling in here and have one person with the table of tiles. I hear rolld20 has a "whiteboard" option that would work well as a virtual tabletop
[20:33] <+AnthroposCalvin> If you played with one of our encounters, yeah, it'd be way easy
[20:34] <+AnthroposCalvin> That might be pretty sweet. It'd be like playing chess with a friend, though. You'd both need the board at your own place. But you could study it and come up with cool moves.
[20:34] <+BlasterKyubey210> Funny, never thought of the roll20 White Board tool
[20:35] <+BlasterKyubey210> I see the tool as more of... well, a Clue board
[20:35] <+BlasterKyubey210> if I want to do a Cthulhu-based adventure
[20:35] <+AnthroposCalvin> Me either. But James Yee over at kickstarter conversations blog clued me in on it
[20:35] <~Dan> On a related note, I've been making an offer to our guests to help them set up demo games in here. (Or, more specifically, in a side-chat that we'd set up as needed.)
[20:36] <+AnthroposCalvin> Ah.
[20:36] <+Ian_stewart> Sent you a little reply with a few details.
[20:36] <+AnthroposCalvin> Yeah, I think the one-line chat format is exactly how we want a turn to go, now that you mention it
[20:36] <+AnthroposCalvin> It seems some people, when playing Mazaki, get a little "too" theatrical and come up with one action per Trait or Theme
[20:37] <+AnthroposCalvin> Which kinda goes against the ethos of things. haha. I try to guide them "Give me one or two sentences about what 'concretely' your character is doing. And THEN we'll see what Traits and Themes you've played to"
[20:37] <+AnthroposJake> More like they come up with a move and then try to retro-fit it to play to every trait and theme possible
[20:37] <~Dan> Can you give an example?
[20:37] <+AnthroposCalvin> Sure
[20:39] <+AnthroposCalvin> So, on a turn, someone might say "Okay, I want to move quietly behind the guy (playing to "Silent but Deadly") and then beat him over the head (playing to "Heavy-Handed")... But wait.... I want to first look to my buddy to clue him in (playing to "Strangers become friends")... and yeah then I want to.. wait, it is hot? I play to "hot under the collar" by..."
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[20:39] <+AnthroposCalvin> Instead of "I wipe the sweat from my brow and exchange a knowing glance with Jake, then I slip up quietly behind the guard and knock him over the head with my fist"
[20:40] <+AnthroposCalvin> And then the group together sorta points out what that may have played to
[20:40] <+AnthroposJake> Something we haven't touched on is the EXP system
[20:40] * ~Dan touches on the EXP system
[20:40] <+AnthroposCalvin> Eventually, you get in a groove with your character and the Themes, and you start to actually decide what you'll do based on them. Instead of just trying to min-max each turn by playing to EVERYthing
[20:41] * +AnthroposCalvin watches Dan touching the EXP system
[20:41] <~Dan> <.<
[20:41] <+AnthroposCalvin> Jake's getting that, I think
[20:42] <+AnthroposJake> So, at the end of the scene the themes tiles are handed out to the players who best used them as experience points. After you have a number of them you can trade them in for a new trait or facit
[20:42] <~Dan> Are those treated as something that was "there all along"?
[20:42] <+AnthroposCalvin> Yeah, the Themes that get played to become the experience points. It gives yet another incentive for playing to the shared Themes
[20:43] <+AnthroposCalvin> Oooh, good question
[20:43] * ~Dan bows
[20:43] <+AnthroposCalvin> It may or may not. You can gain a new artifact or say you unlocked a new innate ability
[20:44] <+AnthroposCalvin> You can even become undead!
[20:44] <+AnthroposCalvin> Some of that would be a "new" thing for a growing, transforming character. If you get the "Heirloom" Facet, we might say that you had the heirloom all along but finally just now learned how to use it properly
[20:44] <+AnthroposJake> either way, the new facet or trait should be derived from the different themes that you amassed. That way your experiences and past behaviors shape who you will become
[20:46] <+AnthroposCalvin> Yes, it would be more stylistic and fitting with the game if you came up a new Trait that sorta derived from the 4 Themes you collected during the session.
[20:46] <~Dan> Hmm. That's pretty clever.
[20:47] * +AnthroposCalvin bows
[20:48] <~Dan> How powerful would you say the PCs are, compared to the average person?
[20:48] <~Dan> (brb)
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[20:49] <+AnthroposCalvin> I'd say they are obviously "heroic"
[20:49] <+AnthroposCalvin> As an example, the hero starts with 2 powers and 2 Traits
[20:49] <+AnthroposCalvin> And normal person has 1 Trait and no powers
[20:50] <+AnthroposCalvin> The hero has a big stack of Health, which we measure in wounds, while the average person might just have just a single normal wound
[20:51] <+AnthroposCalvin> And, while we have the time, we have over 50 Facets (powers/abilities/unique thingies) available right now. We add more for specific modules and enemies.
[20:52] <~Dan> (back)
[20:53] <+AnthroposJake> Welcome back
[20:54] <~Dan> Thanks! Great to be here.
[20:54] <+AnthroposCalvin> Some of those Facets are not really "powers" per se. You can get a "Title" for example, like "Fist of the Northstar" if you will, that represents having a position or title within some known ranking
[20:54] <+AnthroposCalvin> It's great because it makes one of your Traits worth two dice(!), but it isn't really a "power"
[20:55] <~Dan> Quick note: You guys are more than welcome to stick around after the end of the "official" Q&A and continue to answer questions. Come to that, game authors are always welcome to promote their products. A Q&A just gives you the floor.
[20:55] <+AnthroposCalvin> Oh, and the system uses token counters to represent your character's rising drama and momentum
[20:55] <~Dan> That said, is there anything that we haven't covered that you'd like to bring up?
[20:56] <+AnthroposCalvin> Yeah, I think the tokens we use are quite unique also and a HUGE part of the system. We actually call them "Drama Tokens" now, which sucks because it sounds like FATE, but we just can't find a better word!!!
[20:56] <+AnthroposCalvin> These are not meta-game tips given to the players that are traded in for meta-game benefits
[20:57] <+AnthroposCalvin> Our Drama Tokens are made through your character's Moves and give you extra dice in your roll. You don't "cash them in" for benefits, but amass them to represent the crazy wind-blown anime hair and glowing eyes and all that
[20:58] <+AnthroposCalvin> That seems to trip people up, understandably, and Jake and I go back and forth every other night on what else we could call them that fits the "cinematic" nature of the game, represents a count and a substance noun, and focuses on in-game realities instead of meta-game
[20:59] <+AnthroposCalvin> Like, in FATE, if you spend a Token to say "Luckily, there is a back door to this building!" that has nothing to do with your character. It is a meta-game benefit.
[20:59] <+AnthroposCalvin> In Mazaki, the tokens represent real momentum or drama or intensity that your character is building up, and the other characters can see it
[20:59] <+AnthroposCalvin> It exists in the game world (the diegetic level of narrative) not in the player world
[21:00] <+AnthroposCalvin> But, yeah, we struggle over the terminology because "drama" is the best, most precise word. It just happens to be used in another system. :(
[21:00] <~Dan> Heh. :)
[21:00] <~Dan> So the tokens show up as the PCs going all Goku? :)
[21:00] <+AnthroposCalvin> Yeah
[21:01] <+AnthroposCalvin> Exactly
[21:01] <~Dan> Nice. :)
[21:01] <+GenoFoxx> 'karma tokens?'
[21:01] <+AnthroposCalvin> And the laserlines appear behind you, and your hair blows in this wind that only seems to hit you, etc.
[21:01] <+GenoFoxx> "It;s over 9000!!!"
[21:02] <+AnthroposCalvin> Karma makes sense. We've thought of that. As a former Sanskritist, I run through the South Asian options pretty damn early in any game design. Haha
[21:02] <+AnthroposJake> We even have Super Saiyan inspired "overpowers" for some facets which only come into play at ridiculous levels of drama
[21:02] <+AnthroposCalvin> I like "tapas" which is the Sanskrit word for "heat" and is used as the word for the powers the ascetics get by performing austerities and meditating
[21:02] <+AnthroposCalvin> But "tapas" just means Spanish appetizers here. Hahaha
[21:03] * ~Dan chuckles
[21:03] <+AnthroposCalvin> We most often talk about the pros and cons of "Heat," but I want to save that for later in the game, when we introduce more machine-oriented characters and powers
[21:03] <~Dan> Machine-oriented?
[21:04] <+AnthroposJake> Haha, Calvin don't give too much away.
[21:04] <+AnthroposCalvin> But, yes, I think at least once a night I say "It's over 9000!"" when an enemy makes a huge roll. Haha. It's pretty much part of the game now. You just CAN'T avoid that.
[21:04] <+GenoFoxx> Mecha?
[21:04] <+AnthroposCalvin> Yeah, true. Well, "Heat" will be cool for other things in the game.
[21:04] <+AnthroposCalvin> Points to GenoFoxx
[21:04] <+AnthroposJake> which may or may not totally be mechs
[21:04] <+AnthroposCalvin> And, really, Jake, we mention that on the back cover of the Quickstart!
[21:04] <+AnthroposCalvin> So it's okay to talk about
[21:04] <+AnthroposCalvin> Hahaha
[21:05] <+AnthroposCalvin> More like Escaflowne than Evangelion
[21:05] <+AnthroposCalvin> And we have kitsune and nekos and tigris-people and stuff in Mazaki
[21:05] <+GenoFoxx> Broke Blade?
[21:05] <+AnthroposCalvin> A very colorful world mythos that we take very seriously
[21:05] <~Dan> Nekos?
[21:06] <+GenoFoxx> catgirls
[21:06] <~Dan> Ah. :)
[21:06] <+AnthroposCalvin> We mean more like 15' or so... But Jake and I still have much argumentation over the specifics yet
[21:07] <+AnthroposCalvin> I think the Broke Blade mechs are quite large. Escaflowne has a fantasy setting that blends the gear-based Guymelefs into the medieval stuff pretty well
[21:07] <+AnthroposCalvin> I think we'd emulate that to a degree, a favorite series/movie of mine
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[21:08] <+GenoFoxx> yeah but if you're using 'jade' to power them sounds like a good analog for 'quartz' in Broke Blade
[21:08] <~Dan> What's the scale for Traits? Like, what's the human average and the max human level?
[21:08] <+AnthroposCalvin> ooh, makes sense, GenoFoxx
[21:09] <+AnthroposJake> So, the idea is that drama gives you your power scale. Traits are more for breadth
[21:09] <+AnthroposCalvin> A Trait can be any qualitative descriptor. Average people get one, heroes start with two but could get up to 4 or 5 after long play
[21:09] <~Dan> Right, but I mean, are they rated in number of dice?
[21:10] <+AnthroposJake> Not really
[21:10] <+AnthroposCalvin> So, joe villager has the Trait "Homebody" or "Keeps to Himself" or "Man of the House"
[21:11] <+AnthroposCalvin> Heroes could have those, I guess, but they'd try to be more stylish "Shaves in the Dark," "Never Leaves On the Light," "Giving Off Sparks" etc
[21:11] <+AnthroposCalvin> Yeah, when you roll an Attack, you build a pool: 1 die for each Drama Token, 1 die per Trait played to, 1 die per Theme played to.
[21:12] <+GenoFoxx> "Fist of Jade"?
[21:12] <+AnthroposJake> Nice
[21:12] <+AnthroposCalvin> It isn't like Savage Worlds or Deadlands with rankings
[21:12] <+AnthroposCalvin> Yeah, exactly
[21:12] <+AnthroposCalvin> You'll come up with great ones tomorrow
[21:12] <+AnthroposCalvin> On the bus
[21:12] <+AnthroposCalvin> In the car
[21:13] <+AnthroposCalvin> You'll be like "Oh, that would make a sweet Trait!"
[21:13] <+AnthroposCalvin> What was that last one we had that made a great Trait or Theme....
[21:13] <~Dan> So there's no scaling involved?
[21:13] <+AnthroposCalvin> And, yeah, it's like Texas Hold 'Em
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[21:13] <+AnthroposCalvin> Nope. Your character becomes more diverse and more capable, but does not gain stats or raise the abilities
[21:13] <+GenoFoxx> "Eye of the Taipan"
[21:14] <+AnthroposCalvin> You have 2 Traits and then share the Themes will all the other players. When you Attack, you use them all. Just like Texas Hold 'Em.
[21:14] <+AnthroposCalvin> Once you collect 4 Themes, you can either "level up" by getting a new Trait or a new Facet
[21:15] <~Dan> So if there's no scaling, how would you handle something like mecha, that should be objectively stronger than a human?
[21:15] <+AnthroposCalvin> If you get a new Trait, now you have a chance to roll one more die per turn, which becomes a significant advantage (you have more dice early on and can strike before anyone gains Drama)
[21:15] <+AnthroposCalvin> Ahhh. Bringing up the "Heat" thing again! Haha
[21:15] <+AnthroposCalvin> A mecha would be a multi-tile construct
[21:16] <+AnthroposCalvin> When you have multiple tiles together (Engine, Weapon 1, Locomotion, Targeting, etc.), you can build Drama on each Tile and share Traits. You'd be SUPER powerful. Game scales itself. It's very tidy.
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[21:17] <&Silverlion> Htms
[21:17] <~Dan> Speaking of weapons, how do they work in the game?
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[21:19] <+AnthroposCalvin> Really, the exact weapon is not too important. Oftentimes, it won't change the damage you do
[21:19] <+AnthroposCalvin> We do have specific Facets for certain weapons that become part of your hero's overall fate or history
[21:20] <+AnthroposCalvin> Those are pretty sweet and do have mechanical effects
[21:20] <+AnthroposCalvin> For example, if you have a couple magical Facets and happen to carry a sword, that sword would take up one of your slots and let you cut people and things, but it wouldn't do more damage than punching or kicking them.
[21:20] <+AnthroposCalvin> If you have the "Longsword" Facet, however, you carry a sword that lets you deal extra damage for the cost of a couple Drama
[21:21] <+AnthroposCalvin> You can even get a "Jade Blade" which has its own Tile and gives you even more oomph
[21:21] <~Dan> Heh. Now this is sounding like Cortex+. :)
[21:22] <+AnthroposCalvin> The "Longsword" and the "Jade Blade" would not count on your 3 item slots, since they are inextricably tied to your hero's fate.
[21:22] <+AnthroposCalvin> Maybe a bit, yeah
[21:22] <+AnthroposCalvin> I'm vaguely familiar.
[21:23] <~Dan> We were just discussing Firefly recently and talking about how weapons don't matter unless they're plot-significant items that are invoked by the PC.
[21:23] <+AnthroposJake> Exactly
[21:23] <+AnthroposCalvin> Yup, exactly.
[21:24] <~Dan> Is this system one that you plan to use for anything else, or is it pretty specific to the setting?
[21:24] <+AnthroposCalvin> The dice/tile mechanic could be used in other games easily enough, but the whole thing with the magic and the individual Facets is rather setting-specific
[21:25] <+AnthroposCalvin> We have people porting it quite successfully
[21:25] <+AnthroposCalvin> But it takes "translation" not just cut-and-paste
[21:25] <+AnthroposJake> I don't know man, Malcolm Reynolds shooting fireballs sounds good to me
[21:25] <+AnthroposCalvin> But, yeah, it really loves other systems. And the system is actually like a bunch of systems in one, because it really follows your own group's mode of playing.
[21:26] <+AnthroposCalvin> You can be serious with serious Traits. Moody and adult with moody and adult Traits. You can be very picky about what "playing to" means and very pedantic, or you can play more loosey goosey.
[21:26] <+AnthroposCalvin> It really slides on that scale to fit wherever you are.
[21:27] <+AnthroposCalvin> But, as a designer, I design the setting and the system together. Can't get around that. Centennial Gothic, a game on the back burner, has a poker chip and playing card mechanic fitting for its title.
[21:27] <+AnthroposCalvin> If I were to make another title, I'd feel lazy to use this same system. Then again, people LOVE it, so it might stick around in one way or another.
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[21:28] <+AnthroposCalvin> Assemblage I, for instance, another game we have on the back burner, would easily fit this with one small caveat: Each character has no core, but is just an assemblage of parts. Could work, but would feel very different.
[21:28] <~Dan> (wb, Bigby!)
[21:29] <~Dan> What other games do you have out currently?
[21:30] <+AnthroposCalvin> Our only other game that is finished, printed, and for sale is Early Dark.
[21:30] <+AnthroposCalvin> It's a low-fantasy, gritty, muddy sorta world. And the system is much crunchier but still allows for creativity.
[21:30] <+AnthroposCalvin> If Early Dark is hardcore crunch with as much creativity as possible, Mazaki is qualitative creativity with as much tactical strategy as possible.
[21:31] <+AnthroposCalvin> And the Early Dark book is gorgeous. The setting is over 200 pages, and many people buy it just as a campaign setting. We write very carefully crafted human ecologies and put settings together with realism and world myth in mind.
[21:32] <+AnthroposCalvin> So, just these two for now!
[21:32] <+AnthroposCalvin> Hopefully Mazaki joins Early Dark on bookshelves next year!
[21:32] <+AnthroposCalvin> I guess it's up the Kickstarter community whether that comes true or not. We're doing what we can on this end.
[21:32] * ~Dan nods
[21:33] <~Dan> How's the Kickstarter going?
[21:33] <+AnthroposCalvin> We hit the mid-campaign slows. But we have lots of web exposure coming up soon. Hoping it'll be enough.
[21:33] <+AnthroposCalvin> Kickstarter was much more "indie" in 2010 when we did Early Dark.
[21:34] <+AnthroposCalvin> It has since become pretty big business, and it's hard getting your project out there amidst all the glam and hype around the bigger guys nowadays
[21:34] * ~Dan nods
[21:35] <~Dan> I can see that.
[21:35] <+Ian_stewart> It's insane how important good avdertising and understanding Kickstarter is.
[21:35] <+AnthroposCalvin> But we'll be featured on Games & Grub, Gamer's Codex, Got Game Testers, maybe Dice Tower, not on Critical Hits unless Dave takes notice from one of his buds.
[21:35] <+AnthroposCalvin> Yeah
[21:35] <+AnthroposCalvin> I was against paying for advertising. Adamantly.
[21:35] <+AnthroposCalvin> I found it very out of the spirit of Kickstarter.
[21:36] <+AnthroposCalvin> But you HAVE to. And it took Jake and our marketing buddy to explain to me why that isn't "selling out" Haha
[21:37] <+Ian_stewart> And not jusr durign your kickstarter, during development before kickstarter.
[21:37] <+AnthroposCalvin> Indeed
[21:37] <+Ian_stewart> Social media presence is crucial, too.
[21:37] <+AnthroposCalvin> We've been hyping the kickstarter since June, but that still seems too short a time now.
[21:37] <+AnthroposCalvin> Still, lots more great sites to work with
[21:38] <+AnthroposCalvin> The Games & Grub guys, Mike and Eric, are awesome
[21:38] <+AnthroposCalvin> Excited to be featured there and have my brother come up with a recipe to match Mazaki
[21:39] <+AnthroposCalvin> And the Dice Tower feature would be awesome. That's a great site as well.
[21:40] <+Ian_stewart> I also hear the guy who runs rpgnet enjoys doing Q&A's.
[21:40] <+AnthroposCalvin> He does!
[21:40] <~Dan> :)
[21:40] <+AnthroposCalvin> And that works for the real chatting.
[21:40] <~Dan> Ian here is one of your fellow game authors. :)
[21:40] <+AnthroposCalvin> though, at times, we can go down rabbit holes into philosophical discussions of magic... Haha
[21:41] <+AnthroposCalvin> Yeah, I checked out New Horizon
[21:42] <+AnthroposCalvin> haven't downloaded the new starter guide yet
[21:42] <~Dan> I hope you guys will feel free to hang out here in the future. We have quite a few game designer "regulars". :)
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[21:44] <+AnthroposJake> Definitely, it's always great to chat about game design
[21:44] <+Ian_stewart> I've been busy as a three legged cat trying to bury his grim business on a frozen pond for the last three monthsm, which has kept me at arms length. X.x
[21:45] <~Dan> He's likely asleep at the moment, but DWPearce over there is a Doctor Who and 13th Age author.
[21:45] <~Dan> And Silverlion and J_Arcane both publish games of their own.
[21:45] <+AnthroposJake> haha, that's awesome
[21:45] <+AnthroposCalvin> Yeah, I've been in a few times since that first introduction, Dan, and I dig it.
[21:46] <~Dan> Have you? I'm surprised I missed you.
[21:46] <+AnthroposCalvin> I play games. I design games. But I don't usually get a chance to chat games.
[21:46] <~Dan> Well, you've come to the right place. :)
[21:46] <+AnthroposCalvin> Yeah, usually I'm just the mxs949449 guy who stalks
[21:47] <+AnthroposCalvin> Haha. Let me explain that:
[21:47] <+AnthroposCalvin> Every time I wanted to post the link to Tweet or something about this chat, I'd have to open the page. I wouldn't add a name, just click to get in the chat. But then you see a conversation and kinda get interested. Haha
[21:48] <+AnthroposJake> Well, it was great to chat and I can't wait to come back, but I've got to run.
[21:49] <~Dan> Thanks for spending time with us, Jake!
[21:49] <+AnthroposCalvin> Well, one extra tidbit, Jake and I were supposed to be at Emerald Tavern, the new gaming bar/cafe in North Austin tonight for this interview. But I was sick enough to wretch in a parking lot earlier today (not booze related, I swear) so we are both in our homes being lame. Haha
[21:49] <~Dan> Talk to you soon!
[21:49] <+AnthroposCalvin> Thanks, Jake!
[21:50] <+Ian_stewart> Also, if you want to talk shoop Calvin, drop me a mail with any messenger contact info you want to share.
[21:50] <~Dan> Wow... I hope you feel better. :(
[21:50] <+AnthroposCalvin> By the way, Jake is the one kicking ass getting the new module together for y'all!
[21:50] <~Dan> Awesome. :)
[21:50] <+AnthroposCalvin> Premo stuff. And a VERY interesting boss fight in the next insallment
[21:51] <+AnthroposJake> Hopefully I can show off just how tactical the system can be
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[21:51] <+AnthroposCalvin> Hahaha. Yeah, they will have to learn quick, or suffer the fangs of Juhi's Rage1
[21:51] <+AnthroposCalvin> Haha
[21:51] <+AnthroposJake> muahahahaha
[21:52] * ~Dan chuckles
[21:52] <+AnthroposJake> anyway, laters guys
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[21:52] <+AnthroposCalvin> I'm gonna be lame too.
[21:52] <+AnthroposCalvin> Thank you so much for having us here, Dan
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[21:52] <+AnthroposCalvin> This place is pretty damn magical.
[21:52] <+Bigby> Sounds fun.  See you guys later.
[21:52] <~Dan> Awwww... Thanks, Calvin! I'm glad you like it. :)
[21:52] <~Dan> We've worked pretty hard to make it a friendly place.
[21:53] <+AnthroposCalvin> It might just be me, but talking games is always the last thing you can do with people
[21:53] * &jcfiala sneaks up behind Dan, steals his dice.
[21:53] <+AnthroposCalvin> Thanks, Bigby! And thanks for the support tonight!
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[21:53] <+AnthroposCalvin> I wanna see how this play-by-post IRC stuff goes
[21:54] <~Dan> I'm not running a game myself at the moment -- although I hope to change that soon -- but am playing in two.
[21:54] <+AnthroposCalvin> Or maybe the chatroom feel just takes me back to college and the magic of all-night erotica chatrooms...
[21:54] <+AnthroposCalvin> But, whatever it is, it's good to be here.
[21:54] <~Dan> :)
[21:54] <~Dan> Are you familiar with CJ Carella?
[21:55] <+AnthroposCalvin> Hear of, not familiar
[21:55] <+AnthroposCalvin> unisystem?
[21:55] <~Dan> Yup.
[21:56] <~Dan> He's a player in one of the two Unisystem games I'm in on here. :)
[21:57] <+AnthroposCalvin> Awesome
[21:57] <+AnthroposCalvin> Well, let me know when you guys meet up
[21:57] <~Dan> Actually, you can see it on the schedule -- the red-marked "gaming" days.
[21:57] <+AnthroposCalvin> I think I work about 12 hours a day on this campaign, but after that, I'll be JUST teaching at UT and writing a dissertation and trying to get two articles published
[21:57] <+AnthroposCalvin> Oh, awesome
[21:57] <+AnthroposCalvin> I still have that link, I think
[21:58] <~Dan> The other game has been running for 10 years as of last month.
[21:58] <+AnthroposCalvin> Damn
[21:58] <+AnthroposCalvin> Lots of history in a game that long
[21:58] <~Dan> Indeed.
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[21:59] <~Dan> Howdy, BPIJonathan!
[21:59] <+AnthroposCalvin> Well, I'm gonna heat up some soup and eat some soggy bread. Haha
[21:59] <~Dan> And here's another of our game author regulars. :)
[22:00] <+AnthroposCalvin> Thank you so so much, man. Loved it. Hope we answered some questions and piqued a little interest
[22:00] <~Dan> Indeed you did! I'll be posting the log of the chat shortly and will send you the link via FB.
[22:00] <&jcfiala> Ah, well.  Time for bed, I think.
[22:00] <+AnthroposCalvin> Groovy
[22:00] <~Dan> Thanks again for visiting with us. I look forward to talking to you soon!
[22:00] <+BPIJonathan> Im sorry I missed your chat, I was at a thing for my son at his school tonight.
[22:01] <+AnthroposCalvin> Thanks, guys! Ian, Bigby, JC!
[22:01] <+AnthroposCalvin> No prob, Jonathan.
[22:01] <+AnthroposCalvin> I think I'll be around quite a bit more often from now on
[22:01] * +AnthroposCalvin waves and poofs
[22:01] <~Dan> Excellent!
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