[19:03] <+johnstone> Hello, everyone! I am Johnstone Metzger, probably best known as the author and pubisher of Adventures on Dungeon Planet, a science fantasy supplement for the award-winning fantasy rpg Dungeon World.
[19:04] <+johnstone> I have also released a few adventure modules for Dungeon World and Labyrinth Lord, as well as the Metamorphica, a system-agnostic collection of random mutation tables.
[19:05] <+johnstone> My Dungeon World stuff is here: (Link: http://redboxvancouver.wordpress.com/dungeon-world-stuff/)http://redboxvancouver.wordpress.com/dungeon-world-stuff/
[19:05] <+johnstone> And my "old-school" stuff (since it needs a name) is here: (Link: http://redboxvancouver.wordpress.com/old-school-rpg-stuff/)http://redboxvancouver.wordpress.com/old-school-rpg-stuff/
[19:06] <+johnstone> And now I am here to talk about these books, and answer any questions about writing, playing, or publishing them.
[19:06] <+johnstone> done.
[19:06] <~Dan> Thanks, johnstone!
[19:06] <~Dan> Would anyone like to start us off with a question?
[19:07] <+Abstruse> What style of adventure do you tend to write? Exploration, combat, dungeon crawl, urban, etc?
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[19:08] <+johnstone> Good question. I probably gravitate most towards dungeons. I've used a lot of one-page dungeons, running B/X D&D over the last few years.
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[19:09] <~Dan> (Welcome to #rpgnet, SunderKlaus! Here for the Q&A?)
[19:10] <+SunderKlaus> Yes indeed
[19:10] <+johnstone> Two of the three adventures I've released are single dungeons. Evil Wizards in a Cave is a sandbox, because I wanted to stretch out a little. I use a few sandbox-style maps in my games, but they often tend to be something the PCs alk through just to get to another dungeon.
[19:10] <~Dan> (We're just getting started. If you have any questions, fire away! :) )
[19:10] <+johnstone> walk through, it should say
[19:12] <+johnstone> But Dungeon World also has a good way of framing more plot-oriented adventures, in it's Fronts (which come from Apocalypse World). This is where you structure the activities of the "bad guys" in advance, and then the PCs go about trying to find out what they are up to and thwarting them.
[19:12] <+Abstruse> (Sounds like how I design my adventures for D&D and Shadowrun)
[19:13] <+xyphoid_> so, how's this relate to dungeon world? is it a standalone mod, or new playbooks? does it use the same core moves?
[19:13] <+johnstone> The advantage of both adventure types is that they can be abbreviated -- you can have 1-page dungeons with very little detail; a Front with like 3 villains can fit on a single page -- or you can go into increasing amounts of detail.
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[19:13] <~Dan> (Howdy, KJ!)
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[19:14] <~Dan> (Welcome to #rpgnet, ArmchairGamer! Here for the Q&A? :) )
[19:14] <+ArmchairGamer> Yep. As a die-hard Ravenloft and Castlevania fan with an interest in Savage Worlds, Accursed is right in my wheelhouse. :)
[19:14] <~Dan> (Ah... That's tomorrow night. :) )
[19:15] <~Dan> (Did I post the wrong date? :-/ )
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[19:15] <+ArmchairGamer> No, I just wasn't paying attention. And I won't be available tomorrow night. Sorry.
[19:15] <+johnstone> xyphoid_: It uses all the core rules of Dungeon World. It's basically new rules that model the aesthetic of pulp science fantasy. So there's 4 new playbooks, new equipment and rayguns, some basic rules for spaceships, a collection of science fantasy monsters, and some procedures for making interesting planets.
[19:16] <~Dan> Ah. Well, the log will be posted in my blog, as usual. Need the link?
[19:17] <+xyphoid_> do you expect people to mix these playbooks with the core ones?
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[19:17] <+johnstone> Abstruse: Yeah, it's not a new formula by any means, but I think they've got the format pretty well nailed down this time.
[19:18] <~Dan> (Welcome to #rpgnet, UserClone!)
[19:18] <+johnstone> Yeah, you can use the normal playbooks. There's options for android and alien versions.
[19:18] <+UserClone> Hello!
[19:18] <+johnstone> Hello!
[19:18] <~Dan> (UserClone: Here for the
[19:18] <~Dan> oops
[19:19] <~Dan> (here for the Q&A?)
[19:19] <+UserClone> For the...?
[19:19] <+Bigby> Hello!
[19:19] <+UserClone> Yes of course. Johnstone is a favorite of mine.
[19:19] <~Dan> (Excellent! Fire away with any questions!)
[19:20] <~Dan> johnstone: What can you tell us about the supplement's setting, either defined or implied?
[19:22] <+johnstone> The setting: There is no defined setting. The book is a toolbox, everything is there to make your game look more science fantasy. So it's up to you and your group to decide which elements go in and which you leave out. Some things are very much John Carter of Mars, others are cigar-shaped silver spaceships and bubble helmets.
[19:22] <+SunderKlaus> Even the minor NPCs in your DW adventures each have something catchy and memorable about them. Do you create the majority of them from the beginning, or do a lot them emerge from players/playtesters filling in blanks?
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[19:22] <~Dan> (As an aside, #rpgnet2 is open for general chat for those interested.)
[19:23] <+UserClone> Well. Would you say that DP is compatible with old-skewl modules in the way that "vanilla" DW is? That is to say, Johnstone, with a bit of rules savvy and some imagination in rearranging dungeons to suit the aesthetic?
[19:23] <+johnstone> The two adventure fronts have some setting details. The first involves an alien invasion of the Humanspace Empire, while the second takes place of a scientific planet (it's actually the plot of Far Rainbow, a Strugatsky Brothers book, plus an alien wizard). So there's little bits like that.
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[19:24] <~Dan> (Howdy, Catseye!)
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[19:25] <+johnstone> SunderKlaus: Hey, thanks. It's a mixed bag, really. Most of the stuff in my adventures is stuff I ran in my D&D games over the last 3 years. So, some of the NPCs are directly lifted from those, either people I made up, or hirelings the PCs brought with them.
[19:26] <+johnstone> Sometimes there's a gap in an adventure, where I knew I should have put someone in, so I "fix" it when I write it up for publication.
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[19:26] <~Dan> (wb, UserClone!)
[19:27] <+UserClone> Whoops, phone went to sleep.
[19:27] <+johnstone> And some NPCs I just made up for the books.
[19:28] <+johnstone> I find that random traits is what helps make NPCs feel real and memorable. Just generate a few completely random details and try to think of what this person would be like if all these things are true. Because people in real life aren't two-dimensionsal.
[19:29] <+johnstone> A couple of the NPCs in Knives in the Dark I added after a 2-player playtest, right before I published it.
[19:29] <~Dan> What new character types does AoDP offer?
[19:29] <+UserClone> So. How much of the Metamorphica is strictly from your brain and how much was researched? Also, how long did it take to compile and organize all those lists? Seems a monumentous undertaking.
[19:30] <+johnstone> UserClone: (to your previous question) Absolutely. I think you can take a module and describe everything in terms of space stuff and have it work. John Carter wandered underground tunnels and then flew around on airships.
[19:31] <+UserClone> So it's more of a flavor thing than another way to play entirely, yeah? I dig that.
[19:32] <+johnstone> Dan: The Earthling replaces the Paladin as the man-on-a-mission type of character. You get some latent psychic powers, too. The Engine of Destruction takes the place of the destroy-things Fighter, because robots destroy things in sci-fi, not so much Shaolin monks. The Mutant has body-changing powers similar to the Druid.
[19:33] <+johnstone> And the Technician has the healing powers of the Cleric, plus other machine-oriented powers, because so much science fantasy is atheistic, and turning undead isn't always that useful. But commanding robots is!
[19:34] <~Dan> So did you approach these classes as reskinned fantasy classes? Or is that just the way they turned out?
[19:34] <+johnstone> UserClone: It's all aesthetic, there's nothing structural in Adventures on Dungeon Planet at all, in my judgment. I'll get to that stuff in future books, hopefully.
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[19:35] <+johnstone> The Metamorphica I wrote over the course of my last 8 months in university. It helped keep me sane while I wrote my honours thesis (which seems kind of weird even to me). I researched every single rpg with mutations or similar powers that I could get my hands on.
[19:35] <+UserClone> Have you ever considered actually trying to play World Full of Vampires? ;)
[19:36] <+Silverlion> Yeah Metamorphica is awesome. It needs a companion volume...for scavenged goods.
[19:36] <+UserClone> Ha that's awesome. I was considering doing the same but it seems that most avenues have already been covered. :)
[19:36] <+johnstone> Only the books I got good ideas from went in the bibliography, but I looked at lots more. Then I did internet research on mutations and added a whole bunch more stuff.
[19:37] <+UserClone> I use the Wildside Book of Loot and the FourthCore Alphabet.
[19:38] <+johnstone> Dan: I took an iconic thing from each class that I thought wasn't very "science fantasy iconic" and wrote additional stuff around them. A lot of that material comes from World of Algol, a hack of Apocalypse World I've been working on for a while.
[19:38] <+johnstone> Or it comes from playing Planet Algol (google it to find the blog, it's a D&D setting).
[19:38] <+UserClone> I remember WOA. great stuff. Gotta run, goodnight!
[19:38] <+johnstone> Goodnight!
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[19:39] <+johnstone> I'm still answer UserClone's other questions.
[19:40] <+johnstone> I've had a vampire game in the back of my mind since at least 2007, I think. Probably earlier, but that's what the doc files say. I'll get back to it at some point.
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[19:42] <+johnstone> Silverlion: I agree. I have a few of my own tables for creating artifacts of ficto-science, but haven't combed through my rpgs for what's good about magic item tables yet. It's a pretty monumental undertaking, honestly.
[19:43] <+johnstone> As soon as I got the Metamorphica printed and I didn't have to bring Realm of Chaos: Slaves to Darkness to my games anymore, the players had me rolling on the demonic sword table in that book.
[19:44] <+Silverlion> Yeah. I've been working on one, and its HUGE
[19:45] <~Dan> Do you have any rules for "weird science" in AoDP?
[19:45] <+johnstone> Awesome! I want to see it when its done, Silverlion.
[19:46] <+Silverlion> Heh. In a distant future..heh
[19:46] <+johnstone> Dan: The Technician has the power to use higher-level "spells" with access to a workshop, or make any sort of thing the player can imagine. But, the GM has a list of requirements, and it's up to her judgment if the thing can be made.
[19:47] <+johnstone> So it's pretty loose. There's nothing complicated like Ars Magica research rules.
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[19:48] <~Dan> (Howdy, nickname! Here for the Q&A?)
[19:49] <+johnstone> well, maybe not "anything" they can imagine, but they can make machines and new life forms and stuff.
[19:49] <+nickname> Yeah, maybe. :)
[19:49] <~Dan> (Either way, welcome to #rpgnet! :) )
[19:50] <~Dan> johnstone: So it's mostly freeform, then?
[19:52] <+johnstone> Hm, I dunno, freeform means different things to different people. Dungeon World doesn't do physics or probability modelling. There are points of contact with the rules that determine how certain actions resolve, but there's a lot of weight put on the way things are described.
[19:52] <~Dan> Well, let's take a specific example, then.
[19:53] <~Dan> The PC wants to build a robot. How's that work?
[19:53] <+johnstone> Cool, sure.
[19:54] <+johnstone> So, The Forge of Creation is a level 7 operation (that's a spell). You have to be level 7 to just whip that one out.
[19:54] <+johnstone> But, if you get yourself to a workshop, you can do this even at level 1.
[19:54] <+johnstone> So, describe what kind o robot you want to make.
[19:55] <~Dan> Hmm... Maybe a Robby the Robot type. With wavy arms that shoot lightning rays.
[19:56] <+johnstone> Okay, so it takes 7 days, and we'll assume your level is 6 or less, so I pick another requirement. So I think that's something you'll need to test out first. Lightning rays aren't something you want going haywire!
[19:56] <~Dan> (brb -- please continue)
[19:57] <+SunderKlaus> Because everybody knows robotic minions never turn on their creator!
[19:57] <+johnstone> If you have a testing range already, at this point you can say you've built the robot and you're testing him out. If you don't have a place to test him out, you'll need to get one. Maybe you can talk some NPC into providing it, maybe you just buy one.
[19:59] <+johnstone> Then you roll. Best case scenario, I choose only 1 more requirement. Middling roll, 2 more. These can be things like it costs more money than you expected, you need to take something apart (like the alien lightning cannon you found on Planet X), or you need someone to help.
[19:59] <+johnstone> On a bad roll... SunderKlaus predict the future!
[19:59] <+johnstone> Yeah, it probably turns on you, although the GM has a list of resources for making bad things happen.
[20:00] <+johnstone> That list is the GM moves in Dungeon World, to be clear. There's no list of robot-specific mishaps in Dungeon Planet. Although there is details of a robot invasion.
[20:02] <+johnstone> These rules are pretty similar to the Ritual rules in Dungeon World, so players and GMs will find them a bit familiar. This system tends to put the players right in the fiction.
[20:03] <~Dan> Interesting. Did you just come up with the 7 days, or was that derived from something?
[20:03] <+johnstone> It's not just roll some dice, or spend some points, and some things happen -- you have to engage with the world the GM has created in order to make serious changes to it.
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[20:04] <+johnstone> Does that make sense?
[20:05] <~Dan> I think so. Sounds as much a design philosophy as a rule.
[20:07] <+johnstone> Yeah, definitely. A play philosophy, too, I'd say.
[20:07] <~Dan> That might be a better way to put it, actually.
[20:07] <+johnstone> It depends if you think there's a difference, maybe.
[20:07] <~Dan> But was that 7 days of construction time something you just came up with on the fly?
[20:08] <+johnstone> It's one day per level of the spell.
[20:08] <+Bigby> Gotta go. good night.
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[20:08] <~Dan> Ah, I see... So to get back to something you said earlier, does every weird science creation have to be based on a spell? And if not, how would that work?
[20:10] <+johnstone> The Technician spells dictate what you can create, although that particular spell lets you create any kind of machine or living organism you want.
[20:11] <~Dan> Okay, gotcha. I misunderstood you on that point.
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[20:11] <~Dan> What other new classes do you offer?
[20:12] <+johnstone> If you wanted to do something that wasn't covered by a Technician spell, there's no rules for it per se. Or if you weren't a Technician and you wanted to make a thing, you don't have this power. In that case, the GM could write custom rules.
[20:12] <+johnstone> Or you work out something based on the fiction.
[20:13] <+johnstone> Although the Earthling can use modern science from Earth.
[20:14] <+johnstone> The Earthling is a person from Earth transported into a science fantasy campaign. A lot like John Carter, but also based on the Narnia kids and some other pulp novels (I read the Moon Pool while writing the book).
[20:15] <+johnstone> You have a bit more character creation options with the Earthling than with most Dungeon World classes. Usually, your 1st level powers/abilities are all fixed, but the earthling gets to choose 1 advanced ability right away.
[20:16] <~Dan> Oh, I'm sorry, I think I misunderstood you -- I thought Earthling was a race rather than a class.
[20:17] <+johnstone> Oh! Sorry, yeah, it's a full-on character class.
[20:17] <+johnstone> Dungeon World already has Human as a race option.
[20:18] <~Dan> Well, let's back up a bit, then... What are the new races that AoDP offers?
[20:19] <+johnstone> Sure. In Dungeon World, the race that you choose gives you a special ability. Often it modifies one of your class abilities, sometimes it just gives you a bonus to a basic move or ability.
[20:20] <+johnstone> Each class has a few options. I added Android and Alien options for most of the existing classes. Each gives you a different bonus based on your class.
[20:21] <+johnstone> There's also White Ape, the six-armed ones from Burroughs, for a few classes.
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[20:21] <+johnstone> Lots of people tend to make up their own race options, too though. The system is pretty flexible there.
[20:21] <~Dan> So does "Alien" imply any specific sort of alien?
[20:22] <+Silverlion> White Apes are awesome
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[20:23] <~Dan> (Welcome to #rpgnet, caChuck!)
[20:23] <+caChuck> thx
[20:23] <~Dan> (Here for the Q&A?)
[20:23] <+johnstone> No, it can be any kind of alien you want. Dungeon World has "compendium classes" which are add-ons (like prestige classes I guess) to normal character classes, and give you more options for abilities to take.
[20:23] <+johnstone> I made a couple of these for aliens.
[20:23] <+caChuck> oh? no, just joining to see what's cool there
[20:24] <~Dan> (Ah! No problem. You might want to join #rpgnet2 for a bit -- that's where the general chat's going on at the moment. :) )
[20:24] <~Dan> (I'll explain the Q&A thing in there. :) )
[20:24] <+johnstone> So if you choose the alien race option, you can get specific powers, like natural weapons, when you level up.
[20:25] <+caChuck> ok, cool, may i stay here also and see what happen?
[20:25] <~Dan> (Absolutely!)
[20:25] <+caChuck> great=)
[20:25] <~Dan> Interesting approach.
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[20:26] <~Dan> I like the flexibility there.
[20:27] <~Dan> How big of a bestiary does AoDP include, and can you give us some highlights?
[20:27] <+johnstone> Yeah, it was important to me to give people options and tools for creating their own game.
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[20:28] <+johnstone> I hear about people mixing and matching Dungeon Planet stuff with the other third-party playbooks and Jonathan Walton's Dark Heart of the Dreamer supplement, which makes me happy.
[20:28] <~Dan> Cool. :)
[20:29] <+johnstone> There's 24 monster entries in the bestiary.
[20:29] <+johnstone> Plus a few entries in the robot, alien, and white ape sections.
[20:30] <+johnstone> Some of them have plot hooks (what Dungeon World calls Dangers) which detail a monster's evil scheme.
[20:31] <+johnstone> So I put in Elder Things and the Great Race, from Lovecraft, along with a few details on how to use the basic plots of their stories as adventures hooks.
[20:33] <+johnstone> There is a Golden Man, who comes to Earth and warns of impending destruction, like the Silver Surfer or Keanu Reeves in that movie I didn't actually watch. Except the Golden Man is a trap, and he destroys the Earth leadership when he meets them.
[20:33] <~Dan> Heh. :)
[20:34] <~Dan> Are there BEMs? :)
[20:34] <+johnstone> Bug-eyed monsters?
[20:34] <~Dan> Yes. :)
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[20:36] <+johnstone> Yeah. I grabbed some creative commons artwork from The Prismatic Art Collection for a couple monsters.
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[20:37] <+johnstone> Here's what I called a scorpion-pig: (Link: http://dyxygd30hex7h.cloudfront.net/sites/www.prismaticart.com/files/siren.jpeg)http://dyxygd30hex7h.cloudfront.net/sites/www.prismaticart.com/files/siren.jpeg
[20:37] <+johnstone> Max Brooks is the artist.
[20:38] * ~Dan downloads
[20:38] <+johnstone> There's a few like that.
[20:39] <~Dan> Wow. That's delightfully nutty. :)
[20:39] <+johnstone> The carnivorous tree is super bad-ass. I ran a Dungeon Planet game for some old-school D&D guys an they spent most of the game pretty cocky, because in Dungeon World your hit points start at your Constitution plus 4-10 points.
[20:39] <+johnstone> Then the carnivorous tree did 15 points of damage to the Ranger in one blow and the player started to look worried!
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[20:41] <+johnstone> The last monster in the book is the "White Men of Mars," but the approach I took there is to assume that John Carter isn't really the hero he thinks he is. He's unconsciously dominating everyone around him with his psychic powers.
[20:41] <+Silverlion> I like him as a hero..:/
[20:42] <+johnstone> He infiltrates the Zodangan navy just by staining his skin red and three days later, he's been promoted. Sounds like psychic domination to me!
[20:43] * ~Dan chuckles
[20:43] <+johnstone> So when you meet one of these White Men, they can psychically entrap you in their fantasy world, and twist your emotions so you think they are a cool person and a hero.
[20:44] <~Dan> You mentoined psychic powers earlier. Is there a whole psychic powers system?
[20:44] <+johnstone> No, the Earthling has a limited telepathy ability. I wanted to mimic that scene where Carter plucks the access code to the atmosphere plant out of the caretaker's mind.
[20:45] <~Dan> Does the Earthling have super-strength as well?
[20:45] <+johnstone> I wanted to write a whole new Psychic class or something like that, but it proved to be a bit too much work. Everything else was done and I was running out of money, so I left it out.
[20:48] <+johnstone> No super-strength. I remember trying to write something that was like Carter's ability to jump and leap, but ended up leaving it out. You would have to take the spellcasting option and then write a Jump spell.
[20:49] <+johnstone> It seemed a bit too complicated at the time.
[20:49] * ~Dan nods
[20:50] <~Dan> We have about 10 minutes left in "regular" Q&A time. Is there anything we haven't covered that you'd like to bring up?
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[20:53] <+johnstone> Hmm, I think that's a pretty detailed run-down of Adventures on Dungeon Planet! Maybe I should mention something about the creative commons licensing.
[20:54] <~Dan> Sure.
[20:54] <+johnstone> The text of Dungeon World was released under a creative commons attribution license, which means you can re-use the text as long as you give Sage and Adam credit for it.
[20:55] <~Dan> Good to know.
[20:56] <+johnstone> I usually put my own stuff under a creative commons attribution share alike license, which means the same thing, except that if you use my stuff, modified versions must still be under a share alike license so that other people can use it too.
[20:56] <+johnstone> I put the entire Dungeon Planet pdf under a creative commons attribution noncommercial share alike license, though.
[20:57] <+johnstone> So you are legally allowed to share it.
[20:57] * ~Dan nods
[20:57] <+johnstone> Now granted, I need to get paid in order to make this game design gig work out (otherwise I'll have to get a "real" job and I won't have time for it), but if you want to take a look at Dungeon Planet, it's pretty easy to pirate it.
[20:58] <~Dan> You're a full-time game designer?
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[20:58] <+johnstone> More or less.
[20:58] <+SunderKlaus> Do I recall correctly that you had a different CC license for some or all of the DW adventures?
[20:59] <~Dan> (Howdy, Squide!)
[20:59] <+johnstone> Game design isn't paying what a minimum wage job would pay (yet), but I've been treating it like a full-time job for about a year now, since I don't have another one.
[21:00] <~Dan> Well, good for you, sez I. :)
[21:00] <+SunderKlaus> (thinking of Adventure Fronts in Lair... as something that other folks might make good use of)
[21:01] <+johnstone> SunderKlaus: Yeah, the full text of RK1 and RK2 are attribution share alike, but only the custom rules section in DW1 (Lair) is creative commons. I'm thinking of maybe going attribution-share alike for the full text of everything, though.
[21:01] <+Silverlion> Cool
[21:01] <+johnstone> Thanks Dan!
[21:02] <+Le_Squide> (I just got done running Dungeon World live, oddly enough)
[21:02] <~Dan> You're welcome. :)
[21:03] <~Dan> I'm going to go ahead and log the chat at this point, but please feel free to stick around and continue chatting with us if you like, johnstone. :)
[21:03] <+johnstone> Yeah, I was hoping people could use Lair as a framework for how to build adventures for DW specifically.
[21:03] <+johnstone> Cool, thanks a lot Dan.
[21:03] <~Dan> And thank you very much for taking time to chat with us!
[21:03] <+johnstone> My pleasure!