Thursday, October 10, 2013

[Q&A] Brian Liberge (Pulp!, BEARD!)

[19:09] <+BrianLiberge> Hi I'm Brian Liberge. I've freelanced with Kobold Press, Raging Swan, Gygax Magazine and the Gamer Assembly. We're here tonight for Beer Star Games, the company I founded, own and act as Creative Director of. I'm the primary creator of the Pulp! System and I did additional design work on BEARD! the Card Game, Kickstarting now
[19:09] <+BrianLiberge> (Link:
[19:10] <+PatrickFlaherty> Alrighty! I'm Patrick Flaherty, one of the editors with Beer Star Games. I just finished up work on the upcoming Pulp! adventure, "The Lost Ships of Smargaid." I've also playtested Pulp! and BEARD! for BSG.
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[19:12] <+SeamusConneely> Seamus Conneely here, Designer of the next Pulp! adventure, "Scentia, Besieged From Within and Without" and contributor for the Gaming Security Agency ((Link: under the name Cannibal Halfling. I also serve as BSG playtester for Pulp!, Ace Adventure, and BEARD!.
[19:13] <+DanielCurran> Good Evening. My name is Daniel Curran. So far I've done all my game designing for Beer Star Games. My work consists of a Pulp! Adventure titled "The Lost Ships of Smargaid," and I am dreamt up the concept for BEARD! The Card Game, of which I am also a co-designer with Mr. Brian Liberge. I also play test anything that comes through.
[19:13] <+BrianLiberge> (done)
[19:14] <~Dan> Thanks, guys!
[19:14] <~Dan> So let's see... What can you tell us about the setting of Pulp!?
[19:16] <+BrianLiberge> Pulp! is a system. The first setting we've put out is called Pulp! Fantasy. It's got a Conan the Barbarian feel to it, with dragons and high seas adventure thrown in for good measure.
[19:17] <+BrianLiberge> The core of the setting was developed in part with the Gamer Assembly, and was designed to be accessible to multiple systems
[19:17] <~Dan> Ah, I see. So let's back up then... What can you tell us about the Pulp! system? :)
[19:19] <+BrianLiberge> Pulp! was designed to be fast, fun and portable. One of the things I enjoyed most about DMing D&D 4e was how easy it was for prep. I created a series of cards with creature stat blocks that I could pull from for quick encounter building, but I knew I could take that to the next level
[19:21] <+BrianLiberge> That's where the core came from. I wanted to reduce complicated stat blocks to the areas that were the most useful and fun. In the Pulp! system your core attributes pull triple duty as as defenses and Hit Points. So instead of Strength and Constitution we have Vigor. Get stabbed and that Vigor goes down, making it harder to swing your own sword
[19:22] <+BrianLiberge> We borrow traits from games like Fate and Cortex+, making each action as much about the character as possible.
[19:23] <+BrianLiberge> And finally its all based around a single die roll. Roll a d6, add your attribute and trait bonus. A 6 is always an Overwhelming Success and a 1 always adds a complications. It creates ever shifting environments for players to respond to
[19:23] <+BrianLiberge> (done)
[19:24] <~Dan> What are the traits?
[19:26] <+BrianLiberge> There are 4 kinds of Traits: Edges, Taglines, Bonds and Assets. PCs have one of each type, but NPCs and creatures may not be so lucky
[19:27] <+BrianLiberge> An Edge is a specific, positive Trait that grants a +3 modifier on Tests and Contests. They’re always positive and represent the thing that the character is best at.
[19:27] <+BrianLiberge> A Tagline is a quick phrase that sums up a large part of who your character is. Taglines grant either a +1 or -1 modifier on Tests or Contests, so the best Taglines can be used both positively and negatively.
[19:27] <+BrianLiberge> Bonds represent a link to another character or part of the world. Like Taglines, they can provide a +1 or -1.
[19:28] <+BrianLiberge> Any beneficial effect that lasts more than one turn is an Asset. Assets are often pieces of equipment, but may also be inherent abilities. Generally, Assets grant a +1 modifier. Assets that are more fantastic may have a higher bonus but might also require a minimum Ability Score to use, a Test to activate, or have a clear drawback.
[19:28] <+BrianLiberge> Assets are the one Trait that you may have more than one of
[19:28] <+SeamusConneely> An Edge might be something like "Beguiling Magic", "Daggers Solve Everything", or "Too Young to Know It Won't Work".
[19:29] <+|> Question for all four of you: which one of you is the prettiest?
[19:29] <+DanielCurran> Me.
[19:29] <+SeamusConneely> Tagline run along the lines of "Cunning Bard", "New Kid" and "Stern Knight".
[19:29] <+PatrickFlaherty> Traits like Edges, Taglines, and Bonds really put a player into their characters shoes. They give you an opportunity to think about how your character would interpret what is taking place and how they would react.
[19:30] <~Dan> So are Edges as close as the game comes to skills?
[19:30] <+SeamusConneely> Bonds can look like "Paladin of Jast, God of Cities", "Ronnel's Mentor", or "Loyalty for a Price."
[19:31] <+SeamusConneely> More or less. It's the BEST skill a character has, but as Pulp! is a narrative based game the skills a character has can vary depending on the player's ideas.
[19:32] <+Abstruse> Do these stack?
[19:32] <~Dan> How does that work, Seamus?
[19:34] <+PatrickFlaherty> Abstruse: No, they do not stack. The PC chooses either Edge, Tagline, Bond, or an Asset to apply to each action's role. (done)
[19:34] <+SeamusConneely> So, for instance, one of the characters in Scentia has the Edge of "Earth Magic". During playtesting, multiple players got their hands on the character, and they had different ideas. One player kept to rather simple (if cool looking) ideas about rock spikes and collapsing tunnels. Another made the case that Earth Magic could encompass magnetic fields.
[19:35] <+SeamusConneely> If the player's idea of what to do fits their Edge/Tagline/Bond/Asset, then it works. (done)
[19:36] <+Abstruse> So say my Edge is "Paladin of Dudley Do-Right, God of Lawful Stupid" and I charge the Evil Lord in the middle of negotiates because he's evil. I get +3 to attack, right? Is that an automatic hit (since the lowest I can roll is 1 and 1+3=4)
[19:37] <~Dan> So is there no middle ground between a character's best skill and his raw attributes?
[19:37] <+Abstruse> Or substitute some other action that makes sense. Basically, is using an Edge an auto-success?
[19:37] <+BrianLiberge> That's an excellent example of a Tagline. Its a phrase that sums the character up. You only get a +1/-1 when using that Trait, and its allot easier to use.
[19:40] <+BrianLiberge> Your Paladin might have an edge of Righteous Blade, so when you charge the evil lord sure you get the +3, but you wont get that same bonus against the dryad trying to protect its grove unless you get creative
[19:41] <+BrianLiberge> Its still not auto-hit as your opponent is going to roll to defend.
[19:41] <+BrianLiberge> He might have an applicable edge
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[19:41] <+Abstruse> Are there static target numbers in the game? And do they go over 6? Sorry, I'm just trying to understand the math.
[19:41] <~Dan> (Howdy, FaerieGodfather!)
[19:42] <+BrianLiberge> Each roll is 1d6 + Attribute + Trait. So a really good roll is a Natural 6, +5 for your Attribute (the highest a PC'
[19:42] <+BrianLiberge> Each roll is 1d6 + Attribute + Trait. So a really good roll is a Natural 6, +5 for your Attribute (the highest a PC's can go) and your Edge for +3 more
[19:42] <+BrianLiberge> But there's nothing stopping a skilled enemy from matching that with a little luck
[19:43] <+Abstruse> What's the difficulty scale like? Is it 1-14?
[19:44] <+Bigby> I think I missed something.  What was said that made someone think a 4 would be an auto-success when using a d6?
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[19:44] <+BrianLiberge> Technically there are situations where it can go above 14, but its rare. Anything 14 or above is a Legendary action. For comparison  1-3: A Mundane Action that most could complete without failing.   4-6: A Skilled Action requires some talent or training.   7-9: An Expert Action requires great talent or years of training.
[19:44] <+Abstruse> This line: And finally its all based around a single die roll. Roll a d6, add your attribute and trait bonus. A 6 is always an Overwhelming Success and a 1 always adds a complications. It creates ever shifting environments for players to respond to
[19:44] <+BrianLiberge> And  10-13: A Master Action is difficult for even trained experts.
[19:44] <+Abstruse> That's what's throwing me I think.
[19:45] <+BrianLiberge> Yeah so that line is just your die roll, which is only part of your total, in addition to Trait and Attribute. BUT Natural 6's and 1's have specific values
[19:45] <+Abstruse> So a 1 is "Not tripping over a small stone while calmly walking through the woods" and 14 is "Shooting an arrow 200 yards through a 2 inch crack in the wall and hitting the amulet around the bad guy's neck."
[19:46] <+BrianLiberge> Absolutely
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[19:46] <+Abstruse> Oh, NATURAL 1s and 6s. Okay, got it now. Sorry for the confusion!
[19:46] <+DanielCurran> The only stupid question is the question unasked.
[19:47] <+BrianLiberge> No worries. Dan, if its ok with you my colleague is suggesting I elaborate on Attributes
[19:47] <~Dan> So is anything that's not an Edge that the character can do considered to be part of an Attribute?
[19:47] <~Dan> Please do!
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[19:48] <+BrianLiberge> So Traits are words. Phrases that help sum up who your character is and what they can do. Fate, Rissus and Cortex+ games (like leverage an Marvel) have similar mechanics. Edges, Taglines, Bonds and Assets are all Traits
[19:49] <+BrianLiberge> Attributes are your numbers. Your ability scores. . .
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[19:49] <~Dan> (wb, Maelthra_!)
[19:49] <+BrianLiberge> There are 4 main attributes and 1 special attribute. . .
[19:49] <+BrianLiberge> Charm: A character’s grace, charisma and looks. Charm is almost always used in social situations to convince someone to act or think the way you want them to.
[19:49] <+BrianLiberge> Grit: A character’s determination, resolve and will. Grit is generally used to fight off the effects of fear, misdirection or insanity.
[19:50] <+BrianLiberge> Smarts: A character’s acquired knowledge, reasoning, creativity and ability to think on their feet. Smarts is generally used to improvise tools, assess a target, research a problem or develop new equipment.
[19:50] <+BrianLiberge> Vigor: A character’s strength, fortitude, health, and toughness. Vigor is most often used to inflict or absorb physical damage, or otherwise physically affect the world.
[19:51] <+BrianLiberge> Luck: Luck works differently than the other Abilities. It represents fate, chance and your natural ability to avoid danger. Where you use the other 4 as part of a die roll, you can spend luck to improve rolls and even reroll them
[19:51] <+BrianLiberge> (done)
[19:52] <~Dan> Now, we talked about this recently, but could you touch on your thinking in lumping strength and agility into one stat?
[19:52] <+Bigby> You mentioned Vigor works as defense and essentially the more damage you take the weaker you become since your Vigor drops.  Is there ways to effect the other Attributes?  Failing a fear check lowering your Grit or someone out Charming you in a social situation lowering your Charm for the rest of the encounter?
[19:54] <+Abstruse> Is there something that balances Vigor against the other attributes? It seems to me you'd always want to max it out since it's so important.
[19:54] <~Dan> (Question pause.)
[19:56] <+BrianLiberge> Dan: Ah yes. Vigor represents your characters physical fitness and training. Each Attribute is an abstraction that could broken down into many components. Charisma in D&D was once separate from Appearance. I wanted to simplify the attributes to keep things quick. Marvel Heroic is another game that breaks defenses down into Physical, Mental and Emotional. . .
[19:57] <+BrianLiberge> It borrowed that from Dragon Brigade. While Vigor may seem overpowered, its only overpowered for those in a physical fight. Magic will generally pull from Charm or Smarts. Start trying to convince someone of something, and Vigor leaves you with nothing but Intimidate
[19:58] <+BrianLiberge> Im going to let Seamus answer Bigby's question
[19:58] <+SeamusConneely> Bigby, you've got it exactly right. All of the Attributes are valid targets. If any Attribute is reduced to -5, the character is Defeated. On the other side of the coin, all of the attributes can be used for attack and/or defense if a player or GM uses them in a clever way.
[19:59] <+PatrickFlaherty> I think Seamus' comment goes a long way toward answering Abstruse's question as well.
[19:59] <+SeamusConneely> Vigor is the obvious choice to avoid physical attacks. But Smarts could be used to notice a weakpoint or opportunity to escape, as an example.
[20:01] <+SeamusConneely> (done)
[20:01] <+Abstruse> What does "Defeated" mean in game context? Dead? Or just out of the scene?
[20:02] <+SeamusConneely> Depends on the narrative. Universally it means out of the scene, but depending on HOW the character was Defeated it could mean death.
[20:03] <~Dan> Sorry if I missed the answer to this, but is there no middle ground between a character's best skill (Edge) and everything else he can do?
[20:04] <+Abstruse> Say I have Vigor: 4 and my friend has Vigor 2. Does that mean I have to take 9 hits to be Defeated and he can only take 7?
[20:04] <+SeamusConneely> Being Defeated through Grit might mean fleeing in panic, through Charm means you've been convinced or brainwashed, Smarts might mean you're catatonic, etc. Even a Vigor doesn't always mean death if the narrative doesn't fit. (done)
[20:06] <+BrianLiberge> Abstruse (sorry Dan, your next): Thats an great question. When you are in a contest with someone, and contest is anything where two people are rolling including combat, its the difference between the totals that is the damage. So if you have a Vigor of 4, and someone tries t stab you, they make a roll to stab and you make a roll to defend
[20:07] <+BrianLiberge> If they get a 10 and you get a 7, that's a difference of 3 and you're down to a Vigor of 1 until you can Recover.
[20:08] <+BrianLiberge> In this way you can do damage on defense. If you got the 10 and he got the 7, now its your turn to describe how you turned the situation in its heels and managed to get a solid hit in, even though its not your turn
[20:09] <+PatrickFlaherty> Dan: I think the "middle ground" lies in the player's ability to improvise. While playtesting I noticed that when my Edge didn't apply, I had to look at my character's other strengths and the situation. It was challenging, but also fun to think on my feet.
[20:10] <+BrianLiberge> (done)
[20:10] <+PatrickFlaherty> (done)
[20:11] <+Abstruse> So you're still on your feet even if you have a negative to your attribute? Say I had Vigor 2 and I got hit for that 3 damage. It's now just -1 + Trait + 1d6?
[20:12] <~Dan> When it comes to an Edge, is there a rule about using it when it partially applies? For example, let's say your Edge is "Cop". Cops aren't lawyers, but they know something about the law. Would you allow the use of Cop for a law-related roll at a penalty?
[20:12] <+BrianLiberge> Yup. You've gone full action hero mode. Kicking and stabbing and spell slinging when most people would be out of the fight. A PC and important NPCs go to -5 before they're defeated. Most NPCs only have to -1
[20:13] <+Abstruse> Okay, got it.
[20:14] <+BrianLiberge> Well I think this is another example of Tagline. Cop helps some up who you are. It might even be a Bond, Member of the Chicago Police. Edges's are the thing your best at. Your not best at Cop, your best at 'Smelling Lies' or 'Seeing what no one else noticed'
[20:14] <+BrianLiberge> At the end of the day, the GM is final arbiter
[20:14] <+BrianLiberge> *sum up who you are.
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[20:15] <+Abstruse> Sold on the mechanics...tell me about the setting. Do you have a default world created for it, or is it more of a genre framework for me to drop the PCs into my own world?
[20:15] <~Dan> (Welcome to #rpgnet, axalon891!)
[20:15] <+PatrickFlaherty> Dan: As a player, I would probably try to make my best case to my GM as to why a tagline like "Cop" would allow me to apply legal knowledge. But like BrianLiberge said, that would be the GM's call.
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[20:15] <~Dan> (Howdy, Wondy!)
[20:15] <+PatrickFlaherty> (done)
[20:16] <~Dan> How do weapons and armor work in the game?
[20:17] <+SeamusConneely> Weapons and Armor would fall under Assets, a basic +1 to your roll.
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[20:18] <+BrianLiberge> Seamus is also typing an awesome answer to the setting question
[20:18] <~Dan> So no weapon is any better than any other?
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[20:18] <~Dan> (Welcome to #rpgnet, AdamHerlihy!)
[20:18] <+SeamusConneely> Unless you have an Edge like "Dagger Solve Everything" or are using a very unique Asset, no.
[20:19] <+SeamusConneely> So, the setting! The great thing about the Pulp! the RPG rules is that they really fit any setting. But for Pulp! Fantasy we have indeed been using a specific one.
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[20:19] <~Dan> (Welcome to #rpgnet, toddlyles!)
[20:19] <+toddlyles> howdy
[20:19] <+BrianLiberge> (But there are unique Assests, which may be awesome weapons. Assets that give more than +1 always come with a price. We now return you to Seamus talking about setting)
[20:19] <+SeamusConneely> Pulp! Fantasy has been using the Shattered Seas setting  which was originally forged by the Gamer Assembly. It's a world of big empires and the untamed lands in between and beyond. More specifically all the Fantasy adventures so far are set somewhere in the Charter Confederacy, a country of islands that have banded together to survive those big empires.
[20:21] <+SeamusConneely> From a designer's standpoint (my own) the Charter Confederacy offers a nice framework but a lot of room to move around, as while all the islands are bound together in a general sense they vary wildly.
[20:22] <~Dan> (toddlyles there is the author of the RPG "Tiny Epic". He's just scoping the place out before his own Q&A next Tuesday. :) )
[20:22] <+SeamusConneely> Estia is a wild land full of monsters and ruins, Scentia is a military and economic stronghold that nonetheless has its native dangers, Smargaid is the mining outpost that might've dug too deep, and so on.
[20:23] <~Dan> Given the rules, is magic necessarily freeform in the setting?
[20:24] <+BrianLiberge> Magic is wicked freeform. Wicked freeform. . .
[20:25] <+BrianLiberge> We encourage Pulp! DMs to reward creativity in players, and say yes whenever they can to creative choice. Magic is perhaps the best example of this. It's often not more than 'Earth Magic' or 'Blessing of the Sun God', which leaves alot up to the imagination
[20:25] <+BrianLiberge> (done)
[20:26] <+BrianLiberge> Oh and Seamus wants to say something else about setting
[20:27] <+SeamusConneely> The Shattered Seas have their own specific quirk when it comes to magic:  the seas themselves. They have a magic dampening effect, making it difficult mechanically to use arcane abilities on the water. As a result there are several factions (the Empire of Illusion, the Blue Eyed Wizards, etc) who are working to get around that.
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[20:28] <+PatrickFlaherty> As an editor, I've noticed that magic plays a big role in the workings of the world in Pulp!. It is equally at home serving as a roll play element, a mechanical "how this works" element, or even as an author's Deus ex Machina when needed.
[20:28] <+PatrickFlaherty> (done)
[20:28] <+SeamusConneely> It's a boon for the Confederacy, who naturally have a lot of ships to keep the Empire from getting wizards into land where they can launch fireballs with impunity. (done)
[20:29] <~Dan> What races are available?
[20:31] <+BrianLiberge> The primary races are Dwarf, Human, and Elf, but really anything is possible. There's a Kobold PC in Estia, for example. Races dont effect your statistics accept by helping you form who your character is
[20:31] <+BrianLiberge> (done)
[20:33] <~Dan> With the holistic Vigor Attribute, how do you keep giant creatures from being especially accurate combatants?
[20:35] <+BrianLiberge> I think its important to remember that accuracy isnt separate from damage. This isn't a d20 system. Giants are subject to the same roll as an elf. In the end its about telling the story. Its all about how you describe it. A giant who succeeds may have missed, hit the ground right in front of you and sent shockwaves up your spine
[20:37] <~Dan> What other settings do you have planned for the system?
[20:37] <+SeamusConneely> It's also important to remember that a defender doesn't have to use the same Attribute as the attacker. The Elder Dragon might be using Vigor to breath fire, but the wizard with the "Beguiling Magic" Edge could be using Charm to throw up fake images to foul its accuracy. (done)
[20:38] <+PatrickFlaherty> Dan: The combination of athletic and acrobatic strengths into "Vigor" does not necessarily imbue a combatant with dual abilities.
[20:39] <+PatrickFlaherty> (done)
[20:41] <+BrianLiberge> Dan: The next setting is Ace Adventure and the Flying Royal Flush. It's a bit Sky Captain, a bit The Venture Bros, and a bit Buckaroo Bonzai all rolled into one. The Setting revolves around an alternate, decopunk, 1920s America. Nuclear research happened early and poorly, resulting in a rash of mad science and giant monsters. . .
[20:41] <+BrianLiberge> It's up to Ace and his band of Flying Adventure's to keep the word safe and sexy.
[20:41] <+BrianLiberge> *Adventurers
[20:42] <~Dan> Sounds awesome. :)
[20:42] <+Abstruse> Rocketeer?
[20:42] <+PatrickFlaherty> We're really excited about it. There are elements of historical fiction, science fiction, and obviously creative game play.
[20:42] <+Abstruse> I want a jetpack to hunt Nazis...
[20:42] <+BrianLiberge> After that, we're not certain yet. I've kicked around ideas for a some Unrealistic Space Explorers Action as well as Horror Survival
[20:43] <+BrianLiberge> Yes. I can confirm jetpacks and nazis
[20:43] <~Dan> So would you like to say a bit about Beard? :)
[20:43] <+Abstruse> WOOHOO!
[20:43] <+Abstruse> Wait...zepplins?
[20:43] <+BrianLiberge> Of course there's zepplins. Please, dont insult me
[20:43] <+SeamusConneely> Zeppelins with rocket boosters. Onto BEARD!
[20:43] <+Abstruse> Hey, I'm press. I have to be sure.
[20:44] <+PatrickFlaherty> I like to think that any Zeppelin captain worth his salt would have a righteous Beard.
[20:44] <+BrianLiberge> Send me an email Abstruse. We'll talk
[20:44] <+DanielCurran> Sure, let's talk about BEARD!
[20:44] <+BrianLiberge> Im going to let my good friend and conspirator DanielCurran talk about BEARD! currently on Kickstarter (Link:
[20:45] <+DanielCurran> Thank you, Mr. Liberge.
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[20:45] <+DanielCurran> One of the nights at PAXEast 2013 I had a terrible nightmare about Mr. Brent Spiner attacking me for my beardless sins – bad Chinese food, as you’d expect. But when I explained the idea for a dice game in the morning based on the nightmare to Mr. Brian Liberge, he thought it had some promise.
[20:46] <+DanielCurran> It quickly changed gears into a card game, and I handwrote the first test deck on some index cards; once everyone got past my messy cursive on the prototype it seemed functional enough to take to the next stages.
[20:46] <+DanielCurran> From that point on Mr. Liberge and I went back and forth regularly, changing, revising, and rethinking how it should work until we’ve gotten to this final stage of pre-production.
[20:46] <+Abstruse> (BTW, please email me a link to that at so I don't forget to including on the next Ain't It Cool News Tabletop column)
[20:46] <+DanielCurran> (Sure thing!)
[20:47] <+DanielCurran> The Premise of the game is that while asleep you were whisked away and made prisoner by The Beard King. He demands that you pay for your beardless sins by the playing the game of BEARD! – to the winner: a glorious beard; to the losers: Death!
[20:47] <+DanielCurran> The game consists of two decks of cards: “Save or Shave? “and “BEARD!” After shuffling each deck individually and placing them face down, the person in the room with the biggest beard in real life chooses who will take the first turn.
[20:47] <+PatrickFlaherty> The Beard King is not known for his tender mercies
[20:48] <+DanielCurran> Certainly not, Mr. Flaherty; he is as cruel as he is bearded.
[20:48] <+DanielCurran> Then, the chosen player draws a “Save or Shave? Card (SOS? for short) and acts upon it accordingly after reading it aloud.
[20:48] <+DanielCurran> The card may mean making a dice roll, simply playing the card, keeping it hidden and secret, or even making a personal choice. The real fun of the game is had in reading and performing what the cards state, for they are quite strange and ridiculous.
[20:49] <+Abstruse> Do goatees count as beards?
[20:49] <+DanielCurran> If all goes well, then you’ll draw some BEARD! Cards. You can only keep a single copy of each BEARD! Card, and the final goal is to gather all five BEARD! Cards (B, E, A, R, & D).
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[20:49] <~Dan> (Welcome to #rpgnet, Bender!)
[20:49] <+DanielCurran> And, Abstruse, you will find that there are cards involving goatees, moustaches, and beardlessness.
[20:49] <+Bender> Mr. Curran, are how are you and your beard this evening?
[20:49] <+SeamusConneely> Tragic, tragic beardlessness.
[20:50] <+PatrickFlaherty> Abstruse: I don't know. Does low-fat Greek yogurt count as dessert?
[20:50] <+PatrickFlaherty> :-)
[20:50] <+Abstruse> PatrickFlaherty: I'm on a diet. Lost 60 lbs in 5 months. I say yes because it's better than nothing.
[20:50] <+DanielCurran> Both are well, Mr. Bender - thanks for asking.
[20:51] <+AdamHerlihy> I was lucky enough to play BEARD! at Boston FIG this year and can attest to its awesomeness
[20:52] <+DanielCurran> You're too kind as ever, sir!
[20:53] <+DanielCurran> But that's BEARD! in a nutshell. (done)
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[20:54] <~Dan> Cool. :)
[20:54] <+Abstruse> So BEARD! is Kickstarting now. Is PULP! available yet? If so, where can people find it?
[20:55] <+PatrickFlaherty> As a playtester, Beard is a Meat & Potatoes, Beer & Pretzel style game that's just a lot of good, simple fun.
[20:55] <+BrianLiberge> I would like to point out, that while BEARD! is a Card Game, and not your namesake RPG, we are offering early access to 2 Pulp! Adventures and a Fate Accelerated Ace Adventure. . . Adventure to BEARD! Backers
[20:55] <~Dan> I should mention that you guys are welcome to hang out with us past 9:00 Central, to answer more questions or just to chat. A Q&A just means you have the floor to yourself.
[20:55] <~Dan> That said, is there anything you'd like to bring up that we haven't covered?
[20:56] <+BrianLiberge> Pulp! is available now! You can check out the first adventure here, with the next three coming soon! (Link:
[20:57] <+BrianLiberge> Pulp! and BEARD! are our two main product lines right now, but we do have plans to fully support Fate Accelerated with both Pulp! Fantasy and Ace Adventure in the coming future
[20:58] <~Dan> (As opposed to the past future?)
[20:58] <+PatrickFlaherty> I'd just like to say it's been a pleasure being here. We've all been working hard on Beard and our other projects and it's great to get to share that with people.
[20:58] <+SeamusConneely> Again, BEARD! is being Kickstarted at (Link: with extra rewards including Pulp! PDFs, custom Beer Star Games dice, t-shirts (some with bottle openers!), the chance to help create future BEARD! cards, and more.
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[21:00] <+BrianLiberge> Absolutely. You asked some great questions but the best way to experience a game is to play it. Pulp! is released under a Creative Commons licence and all its PDFs are available for Pay What You Want, so go play!
[21:00] <+BrianLiberge> (done)
[21:00] <+Abstruse> (Please don't let the $0 download that's about to happen in a few minutes make you feel bad. I need a copy to review the game for the site and I'm broke right now ^_^;;)
[21:01] <~Dan> I'm glad you guys could come by to chat with us! I hope you'll come back to hang out with us in the future. :)
[21:01] <+BrianLiberge> (Im so mad at you for making use of the tool I authorized for the purpose you are using it for)
[21:02] <~Dan> If you'll give me a moment here, I'll get the log uploaded and will give you the link.
[21:02] <+SeamusConneely> It was great to stop by and talk about the things we've had so much fun making, I must say.
[21:02] <+PatrickFlaherty> Agreed. This was a great time.
[21:02] <+DanielCurran> Thanks for your time and thanks for all the great questions!
[21:02] <~Dan> I'm glad!

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