Monday, October 21, 2013

[Q&A] Nathan Reese Maher & Tobias White (Spooks! Welcome to the Great Beyond)

[19:02] <+NathanRMaher> I'm Nathan Reese Maher, designer of Spooks! Welcome to the Great Beyond.  I've been gaming since the early 90s.  SpooksWTTGB was a reaction to the complexity and time consuming nature of most RPGs out there and I wanted something fun and quick to play with friends.
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[19:03] <+NathanRMaher> It's a set in the afterlife, where you take on the roles of spooks or the recently deceased.  Within minutes of the game people realize that the afterlife isn
[19:03] <+NathanRMaher> 't exactly what they thought it was.
[19:04] <+NathanRMaher> It's inspired by Tim Burton, Monkey Island TM, Grim Fandango, a bit of Lovecraft, and my love for everything ancient Egyptian and Victorian.
[19:04] <+NathanRMaher> Lovecraft was added near the end, by Mr. Tobias.  (done)
[19:04] <~Dan> Thanks, Nathan!
[19:05] <~Dan> Would anyone like to start us off with a question?
[19:05] <+TobiasWhite> Hi Everyone, my name is Tobias White and I am the illustrator of Spooks! I have been gaming as well since the 90s especially during my time in the Marine Corps. I am both a classically trained and self taught artist with skills in multiple mediums
[19:05] <~Dan> (Whoops! Sorry, Tobias! :D )
[19:05] <+TobiasWhite> NP
[19:05] <+TRA-Preston> I'm really interested in this side of supernatural stories and games but they seem so rare. What inspired you to make this game?
[19:07] <+TobiasWhite> I am also an writer of short stories and game designer in my own right but I won't publish my own games until down the road. The genre of art is specialize in focuses mostly around fantasy and horror and I consider myself a Lovecraftian
[19:07] <+TobiasWhite> (done)
[19:07] <+NathanRMaher> I watched a lot of movies growing up and played a lot of video games.  I also collect (religiously) old AD&D Ravenloft materials and love the campaign (although I've rarely played in it).  I've tried Vampire the Masquerade and it's a great game, but a lot of gothic games tend to be bogged down with darkness, somber overtones and little sense of actual
[19:07] <~Dan> (cut off at "of actual")
[19:08] <+NathanRMaher> accomplishment.  I enjoyed Corpse Bride and Nightmare Before Christmas and they were fun! I asked myself why couldn't RPGs be like that?
[19:08] <+NathanRMaher> So that's what started the idea. (done)
[19:09] <~Dan> Could you give us an overview of the setting?
[19:10] <+NathanRMaher> There's multiple aspects of the game.  It really depends on your playing style.  Necropolis, city of the dead, is filled with different varieties of characters all trying to find their place in the afterlife.
[19:11] <+NathanRMaher> Most people tend to follow habit and continue their professions, but being dead gives people a sense of confidence they never had in life and the ability to seek out and explore the Great Beyond.
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[19:12] <+NathanRMaher> There is political intrigue, a Ghoulish Thomas Edison still building his company from the ground up and there are heroic favorites like Buffalo Bill and while meeting these characters can be fun, the real story falls with your characters and how they interact with the underworld.  There's hauntings and explorations of the unknown.
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[19:14] <+NathanRMaher> There's hidden afterlives like the Elysium Fields or Avalon.  Dreams and memories are made physical, creatures of unknown origins lurk in dark places like the Hellfire lands.  It's really what you want it to be, I'm just giving you the tools to make it your own.
[19:14] <+NathanRMaher> (done)
[19:14] <+TRA-Preston> (Ghoul Edision is now the villain of my first Spooks campaign.)
[19:15] <~Dan> Guess that answers my question as well. :)
[19:15] <+NathanRMaher> Team Tesla all the way!
[19:15] <+TobiasWhite> My favorite Mad Scientist
[19:15] <+NathanRMaher> Tobis has another spin I belive.
[19:16] <+TobiasWhite> hehe
[19:16] <+TobiasWhite> I have many spins
[19:16] <~Dan> So one thing that I find interesting about the Great Beyond is that from what I've ready -- and from our previous discussions -- it appears that not everything is necessarily "death" themed.
[19:17] <~Dan> Can you comment on that?
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[19:18] <+NathanRMaher> Sure you have demons and angels (who aren't always who you think they are), but you have Djinn, Elementals, Muses, Fey, Dinosaurs, creatures from the Void, the list doesn't really stop.  You may even find mortals or even an alien (maybe) in the Great Beyond.
[19:19] <~Dan> Are these creatures all native to the Great Beyond?
[19:20] <+TobiasWhite> The way I took the Great Beyond is just another state of existence which opens up your perceptions of what is reality
[19:20] <+NathanRMaher> Demons and Angels have their own dimensions, same with Djinn, Fey come from Avalon, Dinosaurs are in the Great Beyond, mortals from the Land of the Living.  It's like the Great Beyond is just one stop in a series of destinations.  At some point, travelers meet.
[19:21] <+NathanRMaher> (done)
[19:21] <~Dan> That being the case, do you see the Great Beyond as part of a larger setting? One that may be expanded upon?
[19:23] <+NathanRMaher> I've always wanted to do a Fey oriented game setting.  I've already put some things down on paper for playing super powered children and there's tons of room to expand.  Depending on how successful the game is, you can bet Spooks isn't the only book. ;)
[19:24] <~Dan> So is your first priority adding to Spooks!, or to adding new games that share the same overall setting?
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[19:24] <~Dan> (Hey, we have moosesign! :) )
[19:25] <+NathanRMaher> I think the best approach is to lay the foundations of Spooks.  Build the following, get some materials for people to enjoy and then branch out.  I tend to work on multiple projects at once so we'll see where it goes.
[19:25] <+almightymoose> Only briefly gotta call home stupid free wifi
[19:26] * ~Dan nods
[19:26] <+Bigby> Could you tell us a bit about the Spook's system?
[19:28] <+NathanRMaher> The game functions with a basic point buy for statistics at a 1 to 1 purchase, and then each level grants 5 points to distribute to the same ability scores.  The higher your ability scores the more skill points you get.  Each skill point provides players with a d6 that you add to the standard 2d6 + Ability score roll.  Highest wins.  Where people find (more)
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[19:28] <~Dan> (Howdy, Squide!)
[19:29] <+NathanRMaher> the most fun is with the spell card system, where you take a standard deck of playing cards and use them to represent your spell list (so to speak).  Everyone has a handsize that is based on their level and can use the cards for spell purposes or to boost rolls.
[19:29] <&Le_Squide> (Hey Dan!)
[19:29] <+NathanRMaher> Every spook can use spells so there is no restrictions of class.
[19:30] <+NathanRMaher> There's a video currently out to show how character creation works and that'll give a basic premise.  Character creation shouldn't take more than 10 mins.
[19:31] <~Dan> Feel free to post the link to your Kickstarter, by the way! :)
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[19:31] <+NathanRMaher> (Link: http://www.kickstarter.com/projects/984696056/spooks-welcome-to-the-great-beyond-tabletop-rpg)http://www.kickstarter.com/projects/984696056/spooks-welcome-to-the-great-beyond-tabletop-rpg
[19:32] <+TobiasWhite> We also have an official FB page as well. (Link: https://www.facebook.com/spooksrpg)https://www.facebook.com/spooksrpg
[19:32] <+NathanRMaher> It's really easy to find on my computer all you do is type "k" in the search bar. ;)
[19:32] <~Dan> :)
[19:33] <+NathanRMaher> (done)
[19:33] <~Dan> How powerful is magic in the setting?
[19:35] <+NathanRMaher> Well, that's tricky.  There's currently 2 spell decks each containing their own unique spells.  Face cards like Jack, Queens and Kings really put out the firepower.  There will be an add-on coming out eventually that will focus on spell card combinations like having a pair, full house, or just a bunch of cards that work well together to produce bigger and
[19:36] <+NathanRMaher> nastier effects.  There will be rules to help storytellers make their own spell decks if they want.  So magic is limitless in a way.
[19:36] <+NathanRMaher> Some spell decks are more powerful than others.
[19:37] <+NathanRMaher> I wanted to make an Edgar Allen Poe deck... but I may wait on that one ;) can't have too many people summoning pendulums and bricking people up in walls.
[19:37] * ~Dan chuckles
[19:37] <+NathanRMaher> (done)
[19:38] <~Dan> Does the setting have the equivalent of wizards or witches -- individuals who focus on magic use?
[19:39] <+NathanRMaher> That's the beauty of the system.  You can choose to play any spook (Bhoots, Dolls, Ghosts, Ghouls, Skeletons, Vampires, Wraiths or Zombies) and build it in such a way to be a magic specialist.  Dolls are more adept at magic than the other spooks, but that's due to their ability score modifiers.
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[19:41] <+NathanRMaher> There are some denizens that have innate spell casting ability that would make it so they don't require spell cards.  So it's possible to run into those sorts, but for player characters we keep it pretty balanced.
[19:41] <+NathanRMaher> (done)
[19:41] <~Dan> So is magic skill-based?
[19:42] <+NathanRMaher> Spirit is one of the ability scores and every time the score is divisible by 10 you get a skill point to spend in Spirit based skills.  Magic so happens to be that skill.  The stronger your magic skill becomes the more you can dish out with your spells.
[19:42] <+NathanRMaher> You don't have to have magic as a skill, however, to cast a spell.  It just makes you better at it.
[19:43] <~Dan> Is that the rule for skills in general?
[19:43] <+NathanRMaher> This way, if you wanted to be the upfront fighter type, you can save your magic points for ability boosters.
[19:43] <+NathanRMaher> All skills are like that - yes.  :)
[19:44] <~Dan> That makes the system sound fairly cinematic to me. Your thoughts?
[19:44] <+NathanRMaher> How do you mean?
[19:45] <~Dan> In the sense that anyone can attempt any action without penalties.
[19:46] <+NathanRMaher> That's the problem I always had with most systems.  You don't have to have a skill in math to do it, or play a musical instrument.  It's just that some of us are better at it than others.  Plus, who likes being told that "no, you can't research astronomy because you don't know what a library book is".
[19:47] * ~Dan nods
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[19:48] <~Dan> (Howdy, Serami! Talking "Spooks!: Welcome to the Great Beyond". :) )
[19:48] <+NathanRMaher> It can cause frustration at times and characters progress in a spiritual self, not a physical body kept by limitations.  Level 80 your bench pressing hundreds of lbs if not thousands.  So penalties are short lived and easily outgrown.  There really wasn't a point in having them.
[19:48] <+Serami> (Exciting!!)
[19:49] <+NathanRMaher> Besides, we all know who tipped off the guards to moving quietly... it's the darn ghoul with 0 skill points, that's who.
[19:49] <~Dan> Heh. :)
[19:49] <+NathanRMaher> (done)
[19:49] <~Dan> So the game is level-based?
[19:49] <+TobiasWhite> heh
[19:50] <+NathanRMaher> Yes.  Many infinite levels that won't cost the Storyteller anymore time than it did the first time he or she gamed with their group.  While levels make your character awesome, the game moves with you and doesn't get bogged down.  Tobias calculated a level 1200 for me the other day.  Took only a few seconds to get a general idea.
[19:51] <+TRA-Preston> Wow
[19:52] <~Dan> Why levels at all in a skill-based system?
[19:53] <+NathanRMaher> I like experience points.  It's a number to help calculate challenge ratings.  It makes it easier to say, "I have a level 28,451 Zombie that totally sneezed and blew his own head to bits" and someone who knows the game could be like, "I know EXACTLY what you mean."
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[19:54] <+Bigby> Since the Kickstarter you linked to is over, will there be any chance to pre-order it or do I just need to remember to look for the book in about a year?
[19:54] <~Dan> (Howdy, Sil!)
[19:55] <+NathanRMaher> Well... I wouldn't say a year.  I just gave myself a lot of time.  Pre-ordering is on the table.  Once we have things ironed out and a official release date, I'll throw some pre-order opportunities (not to mention discounts or bonus stuff just for doing it).
[19:56] <+Bigby> I was just going by the estimated delivery date.
[19:56] <+Bigby> Cool
[19:56] <+NathanRMaher> Yup, I am totally with you on that! :D
[19:57] <+NathanRMaher> Give a like to our facebook page and you'll be kept advised of all the cool stuff happening around the game.  Not to mention some sneak peak art stuff.  Tobias' work is amazing and not to be missed.
[19:57] <~Dan> It really, really is.
[19:57] <+TobiasWhite> :)
[19:57] <~Dan> How does combat work?
[19:58] <&Silverlion> Ah gah. I missed most of it.
[19:58] <+NathanRMaher> You get a big stick or something equivalent and you beat an opponent with it yelling, "GAS POWERED STICK!"
[19:58] <+NathanRMaher> But seriously...
[19:58] <~Dan> :)
[19:58] <+TobiasWhite> I was going to say the pointy end goes into the other man :)
[19:59] <+NathanRMaher> Skill based with your weapon of expertise, there are multiple ways to defend such as Evade, Parry, Shields and whoever has the higher roll wins.  However, the difference in the die roll is added as additional damage and totaled with your weapon damage.
[20:00] <+NathanRMaher> It's your basic turn based system with some simplified rules for grabbing, pushing, tripping.
[20:01] <+NathanRMaher> Armor absorbs damage, doesn't reflect it, and weapons deal straight damage (most of the time) like a sword could be +5 or +9001.
[20:01] <&Silverlion> (Did y'all cover the playable types, and the setting?)
[20:01] <+NathanRMaher> Weapons with spread like shotguns or automatic weaponry most like have dice you roll.
[20:01] <+NathanRMaher> Nope not yet Silverlion.
[20:02] <+NathanRMaher> Well... setting yes... playables a little.
[20:02] <&Silverlion> So what are the playable character types!?
[20:02] <~Dan> (Actually, Sil, do you mind if he finished talking combat first?)
[20:03] <+NathanRMaher> You can really play whatever your storyteller allows.  Even make your own.  There's rules for that.  But the standard are, Bhoots, Dolls, Ghosts, Ghouls, Skeletons, Vampires, Wraiths and Zombies.
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[20:03] <~Dan> You can design your own entities? Nice!
[20:04] <+NathanRMaher> Combat -- There's elemental damage and a few other effects but if you've played most RPGs the rules are pretty standard.  The idea was to keep combat quick and not too focused on rules.
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[20:04] <~Dan> (wb, almightymoose!)
[20:04] <+almightymoose> Ty. What did i miss lol
[20:05] <~Dan> I was about to ask what attributes govern what in combat, but perhaps you should go over the attributes as a whole?
[20:05] <+NathanRMaher> Denizens "or monsters" are created much like characters and their abilities are like equipment -- in a way -- it's up the storyteller to make the monster balanced or unbalanced.  It really doesn't matter.  It's not like the players can die.  But can be crushed with a large boulder multiple times.
[20:05] <+almightymoose> Inconvenient
[20:06] <~Dan> That will stop a PC in no time flat.
[20:07] <+almightymoose> Eternal 'life' is a nice bennie; however that means Spook antagonists have a way of returning too...
[20:07] <+almightymoose> (Nice pun Dan)
[20:07] <~Dan> (*bows*)
[20:08] <+NathanRMaher> Well, without giving too much away, the type of weapon you use is based on a skill that is connected to an ability score.  So if you have Enfield Rifle then you probably want a few points in the rifle skill. Damage is subtracted from hit points which is based on Body ability score and magic points is based off Spirit.  Once hit points drop to 0 or below the
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[20:08] <+NathanRMaher> character faints.  Except for the skeleton who falls to pieces and can make commentary.
[20:08] <~Dan> (He'll just lay there jawboning?)
[20:08] <+TobiasWhite> He'll sing "I've got no body"
[20:09] <+NathanRMaher> Yup, like Murray the talking skull from "Monkey Island TM".
[20:09] <+NathanRMaher> "I'll stride through the gates of hell, carrying your head on a pike!"  You got no body, Murray.  "Then roll! I'll roll through the gates of hell!"
[20:10] <~Dan> What attributes govern the chance to hit?
[20:10] <+almightymoose> Once he reassembles his arms he can crawl over and start slappin PCs awake/cram Doll stuffing in etc
[20:11] <+NathanRMaher> You take your basic ability score, Strength for example, that govern over your pole-arm skill.  You add you Strength to the result of 2d6 plus the number of skill points in dice you have in pole-arm, say 2 for a total of Strength + 2d6 standard roll + 2d6 pole-arm.
[20:12] <+NathanRMaher> Agility monitors your "ranged" attacks or weapons of finesse like fencing.  Body can affect Brawling or Martial Arts.
[20:12] <&Silverlion> (Dan, sorry I didn't mind though.)
[20:12] <~Dan> (No problem!)
[20:13] <+almightymoose> Is there anything like measure of success/crit fail/crit sucess?
[20:13] <~Dan> Now, we discussed this between ourselves, but given the use of Strength to hit in combat rather than adding to damage, how do you create a big, clumsy monster that's unlikely to hit but that does loads of damage when it does?
[20:14] <+NathanRMaher> Critical success would best be measured by a character's ability to beat out an opponent's roll, whatever you beat it by, you add that to damage.
[20:14] <+NathanRMaher> There isn't a critical failure except with the Luck attribute.  Whole different story with that.
[20:16] <+NathanRMaher> As far as Big clumsy monsters go, you can give him a hindrance where he attacks with his agility but damages with strength.  So if your score was 50 and you beat an opponent at 45, then normally you would have 5 points beaten, but if the difference between the monster's Strength and agility is 30 points, you add 30 more points
[20:16] <+NathanRMaher> This is of course, as long as the big clumsy monster has a low agility score.
[20:16] <+almightymoose> Thats right re: crits.  I like streamllined nature of dice pool; so even a bad ass PC with loads of dice could still roll poorly against a goon/grunt
[20:17] <+NathanRMaher> Characters who are normal sized, versus characters who are HUGE gain a bonus die based on size to their attack and defense scores to even things out.  Small targets are harder to hit afterall.
[20:17] <~Dan> I believe you mentioned something about creature size?
[20:18] <~Dan> Ah, there we go.
[20:18] <~Dan> But the clumsy thing is an option, so by default, a big, strong creature is flat-out more likely to hit?
[20:19] <&Silverlion> Dan: Consider it like this, its what I did in H&S, the big stron creature isn't always hitting the person, he's just landing blows that tear up the area around the person and as a byproduct hurts them.
[20:19] <&Silverlion> Like smashing a wall by their head.
[20:19] <+NathanRMaher> The bigger they are, the stronger they get, the fatter they are the more Body (and hit points) they get.
[20:20] <&Silverlion> of course H&S uses stress so..its stranger
[20:20] <+NathanRMaher> There definitely is that possibility Silverlion.
[20:20] * ~Dan nods
[20:20] <+almightymoose> If he has a high str but low skils that might balance him- less dice in pool?
[20:21] <~Dan> I don't think that would work, almightymoose -- less skill = less damage.
[20:21] <+NathanRMaher> But give a giant a rifle and he's not going to be that great, it's like shooting womp rats.
[20:21] <~Dan> Not for the big/clumsy combo, I mean.
[20:21] <+almightymoose> Oh yeah
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[20:22] <+NathanRMaher> So take a level 36, skeleton, with average strength of 30 and then make him 41 ft tall he gets +60 strength making him have 90 total but an agility of 30.
[20:22] <~Dan> (He's not fat. He's just big-boned.)
[20:23] <+NathanRMaher> Make him clumsy and he's a little easier to take down, make him sure footed and carrying a club and you want to run they other direction.
[20:23] * ~Dan nods
[20:23] <~Dan> Cool. I like the fact that you allow for either option.
[20:24] <+NathanRMaher> Combat isn't the only means to defeat opponents.  There can be other ways, magic, negotiation, humiliation, that leaves longer scars.
[20:24] <+NathanRMaher> Maybe even try to gaslight him.  There's rules for that too.
[20:25] <~Dan> Gaslight him?
[20:25] <+NathanRMaher> Not actually set him on fire, but more scare him into a panic. Spooks, while dead, can still be afraid of stuff.  But setting people on fire works too.
[20:25] <+Duloth> ((Make them think he is crazy))
[20:26] <+almightymoose> Trashing his rep could last a long time; using magic or trickery to defeat him.. Good luck finding a big box to lock him up in!
[20:26] <+NathanRMaher> I'm not crazy! It's the talking rock that's crazy!
[20:26] <+TobiasWhite> He only told you that to make you think he was crazy!
[20:27] <~Dan> Now, did you say that spooks can't be "re-killed"?
[20:28] <+NathanRMaher> They faint, most of the time.  Taking a beating to your spiritual self can tucker a spook out.  But there are means to eliminate a spook permanently, though rare, such as having your heart devoured by Ammit, having a pharaoh-mummy use a word of power, or encounter the woman in white.
[20:29] <+TRA-Preston> "I killed you!"    "Where was I supposed to go, Detroit?"
[20:29] <+NathanRMaher> Kinda reminds me of Jesus and the Argonauts in the Cyclops scene.
[20:31] <+NathanRMaher> Bad spooks, aren't "destroyed" but tend to be bound or banished to hard to escape places like the Salts.
[20:31] <+almightymoose> No matter how big you are incorporeal creatures take less damage. And everyone suffers eternity damage
[20:31] <+almightymoose> The above dont sound fun. Is that something PCs are likely to encounter? Or more end fate for major NPC?
[20:34] <+NathanRMaher> There's major players.  One people may have noticed me mention from time to time is the current embodiment of Osiris, Hatshepsut, who controls aspects of The Great Beyond from the Chamber of Ma'at.  There's Anubis, among many other "dead" deities.  So, will characters have interactions with these beings? Quite possibly.
[20:34] <+NathanRMaher> I never recommend destroying a character permanently unless it was so crucial to the storyline that people cried at the end.
[20:34] <&Silverlion> They're not playable?
[20:34] <+NathanRMaher> No one wants to go home angry.
[20:35] <+almightymoose> Well most PCs shouldnt be bad enough for Ammit to eat them, but the other two fates seem possible.  Is that like TPK? Would be sad to see a PC gone forever
[20:35] <+NathanRMaher> I'm sure you could figure something out on stats, but currently they are not on the menu for playable. ;)
[20:35] <&Silverlion> I see.
[20:35] <&Silverlion> Just wondering ..
[20:36] <~Dan> Are there any bad guys built into the setting?
[20:36] <+NathanRMaher> I guess it's up to your level of gaming.  If the levels are infinite... why not play dead gods?
[20:36] <+almightymoose> Is there any way to retrieve 'dead' PC? Might make a good quest
[20:37] <+NathanRMaher> I'll leave that up to storytellers to figure out.  In my opinion, anything that was made in make-believe can be undone.
[20:38] <+NathanRMaher> There are always badguys (...Ghoul Edison) or and something that I've been toying around with, a figment version (dream embodiment) of Moriarty that has escaped the Dream Veil, or real-life villains such as Elizabeth Bathory or
[20:39] <+NathanRMaher> Madam Delphine LaLaurie
[20:39] <+NathanRMaher> They'll be some made up ones as well.  But it's best not to spoil the surprise.
[20:40] <~Dan> (The latter being the creepy New Orleans lady currently seen in American Horror Story: Coven?)
[20:40] <+NathanRMaher> Tobias is already making his alter-ego.
[20:40] <+NathanRMaher> Really?  I haven't seen American Horror Story.  Totally going to watch that now.  Yes.  She was from New Orleans.
[20:40] <+TobiasWhite> Yup got his background worked out
[20:41] <~Dan> She's being played by Kathy Bates.
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[20:41] <+NathanRMaher> Nice.
[20:41] <~Dan> Can you give us an overview of the powers of the various PC entities?
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[20:42] <~Dan> (Howdy, Schadmobile!)
[20:42] <+NathanRMaher> Bhoots can affect beings and objects made of essence like ghosts and wraiths without penalty and can summon soulfire to their fingertips.
[20:43] <+NathanRMaher> Dolls can repair themselves with craft skills and can enchant the material they are made out of and their "stuffing" or insides.
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[20:44] <+NathanRMaher> Ghosts can shift between the land of the living, the spirit realm and the great beyond, and can see other incorporeal beings between the dimensions.
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[20:44] <+NathanRMaher> Ghouls have tough skin, nasty claws and can devour flesh of others to heal.
[20:44] <+NathanRMaher> Skeletons are lucky and can avoid projectiles and bladed weapons due to their lack of fleshy-bits.
[20:45] <+NathanRMaher> Dolls can also control their severed limbs to a certain distance.
[20:46] <+NathanRMaher> Vampires can turn into bats (allowing them to fly at high speeds) and can drain blood for health, they even heal faster than most other spooks even without blood.
[20:47] <+NathanRMaher> Wraiths are creatures of essence that cause eternity damage with their touch, can fly and issue a search light from their eyes to aid in most perception rolls.
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[20:47] <+NathanRMaher> Zombies can also control their limbs at a distance, can store items in their stomachs and later regurgitate them back out.
[20:48] <+NathanRMaher> There are a few more aspects to them, but that's the idea behind them.
[20:48] * ~Dan nods
[20:48] <~Dan> Do you have any future playable entities planned?
[20:50] <+NathanRMaher> I'd like to create another book after the core rules are completed that contains denizens and additional spooks.  I would love to see Banshees, Willies, Ghasts, Poltergeists, Mummies, among a full slew of others I have written down somewhere.
[20:50] <~Dan> Tommyknockers? :)
[20:51] <+NathanRMaher> Gargoyles perhaps, the black-eyed children, sure tommyknockers too
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[20:52] <~Dan> Speaking of gargoyles, how extensive is the corebook's bestiary?
[20:52] <+NathanRMaher> There's no limit to this and I guarantee once the rules are out people will have their own spooks races made
[20:53] <+NathanRMaher> While I'd love to have an extensive bestiary and can make those things quick, the issue is that I want them to have their own art pieces.  I'll probably have about 25-30 but not all will have pictures, and then we'll see about the same amount in the obit section about suggested characters of history and non-history.
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[20:54] <~Dan> Will dinosaurs make the cut? :)
[20:54] <+NathanRMaher> If I had the funds, I'd like to do a beastiary with close to 200+ in there.  But to quote "Finding Neverland", "We all dream on a budget."
[20:54] <+NathanRMaher> Yup.  I count them as 1. :D
[20:54] <~Dan> Yay!
[20:54] <+NathanRMaher> You better believe there will be a picture.
[20:55] <+Schadmobile> Hey Dan
[20:55] <~Dan> :D
[20:55] <~Dan> So as I mentioned, you guys are welcome to hang out as long as you like, but is there anything you'd like to mention in what remains of "regular" time that hasn't been brought up?
[20:56] <+almightymoose> Did we ask how Nathan and Tobias met, and if either of them have family who games?
[20:57] <+almightymoose> I came in late and keep dropping out... Grrr
[20:57] <+NathanRMaher> One thing that I would like to mention is that the coolest part of this whole experience is everyone's take on the afterlife.  I've had so many people contact me to ask directly if certain things will be included in the game and the amount of international attention is quite surprising to me.
[20:57] <+almightymoose> 😃
[20:57] <+NathanRMaher> It ranges from customs, holidays, denizens, religions, certain people, it's crazy.
[20:59] <+NathanRMaher> I was suggested to Tobias by a friend of mine who liked his lovecraftian and Ray Bradbury themes in his artwork.  I saw some illustrations that really caught my attention and I knew it would be perfect for the game.  I was hesitant to invest money in it, we're all trying to get by, but I knew it was a good bet.
[20:59] <+NathanRMaher> I've never been disappointed by his work or professionalism and that's what kept me coming back to him... 1150 later before the kickstarter. :/
[20:59] <+almightymoose> Wow what would Bhuddists (nirvana) and Hindus (reincarnation) think? "Umm... Why am I a zombie?"
[21:00] <+TRA-Preston> Ray Bradbury has been mentioned. I can now legitimately ask if the entire game secretly takes place on mars.
[21:00] <+NathanRMaher> Most of the questions people ask sound like the beginning of a joke.  A Bhuddist ghost and a Hindu Zombie arrive in the Great Beyond and the Hindu turns to the Bhuddist and says, "..."
[21:00] <+TobiasWhite> I think that Nathan and I have a good working relationship. We both communicate well and we often feed off each others creative ideas
[21:01] <+almightymoose> Cool. Yeah I like his online stuff too. His scenery and background is just as evocative of the Great Beyond as the characters
[21:01] <~Dan> How whimsical would you say the game is?
[21:02] <+TobiasWhite> Depends on the group and the GM running it
[21:02] <+almightymoose> 'Gaaah' the ghoul says 'om nom nom nom!'
[21:03] <+NathanRMaher> Well... I think the real question is how whimsical am I... very.  So, I like to leave things open for interpretation for others.  There's going to be a section dedicated to different styles of play.  There are "other" Necropolis' and other "Great Beyonds" parallel dimensions all kept under lock and key by Hatshepsut
[21:03] <+almightymoose> It seems lighthearted on the surface and it would be a nice change of pace but there is definitely an undercurrent of danger as I see it
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[21:04] <+NathanRMaher> I was watching the Awesomes on hulu.com the other day and they were talking about Earth 3 (a parallel world) and how it was once ruled by Nazis until the Apes took over.  I started scratching my chin and saying, "Apes you say..."
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[21:05] <+almightymoose> Lol
[21:06] <+TobiasWhite> If anyone has any direct questions for me let me know because I have to be logging soon
[21:06] <+NathanRMaher> Originally it's all light hearted.  That's the problem with Ravenloft and WOD, its all very serious and people can't be serious for long periods of time.  Especially my friends who have the "oooo shiney" syndrome.
[21:06] <~Dan> Is there a default tech level in the Great Beyond?
[21:07] <+almightymoose> Hahaha yes its fun to be silly
[21:07] <+NathanRMaher> Victorian + all the world's geniuses from every age ... so... nope.
[21:08] <~Dan> Are there rules to cover futuristic gadgetry?
[21:08] <+NathanRMaher> I was going over the schematics for a tesla rifle the other day
[21:08] <~Dan> Awesome.
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[21:09] <+NathanRMaher> I think, eventually, it's hard to tell at this point.  There's research options and rules for characters to think up crazy futuristic devices.  So, I'm sure I'll touch on it.
[21:09] <+NathanRMaher> Tesla made a death ray.  As I see it, he's probably working on a life ray.
[21:09] <~Dan> Heehee. Why not? :)
[21:10] <+almightymoose> After tech answer I want to know Tobias' favorite contribution to Spooks!
[21:10] <+almightymoose> Whoah
[21:10] <+NathanRMaher> I'm good with tech.  All yours Tobias.
[21:11] <+TobiasWhite> Well the contribution that I am working on adding to the Great Beyond will be Lovecraft in Nature.
[21:12] <~Dan> Do tell!
[21:13] <+TobiasWhite> While Hatshepsut is the biggy in Necropolis out in between the void and the Dream Veil  you might run into the Crawling Chaos
[21:13] <+TobiasWhite> Nyarlthotep
[21:14] <+TobiasWhite> Also between those two realms you will run into many creatures that are straight of Dream Quest to Known Kadath
[21:14] <~Dan> Nice. :)
[21:14] <+Schadmobile> Augh cripes. My back really stiffened up.
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[21:14] <+technoshaman> hello
[21:14] <+TobiasWhite> Nathan and I have been talking about doing an expansion later dealing more with that subject
[21:15] <+TobiasWhite> In addition to Lovecraftian content I am creating my alter ego in the game as Nathan mentioned
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[21:16] <~Dan> Welcome to #rpgnet, AllenTClark!
[21:16] <+almightymoose> Yay! Are the two powers antagonistic?
[21:16] <+TobiasWhite> He will be one of the major NPC (PC) in Necropolis and his name is Doctor Ito Saith Webb
[21:17] <+NathanRMaher> (Speaking as Pris Mascotti) "You're not getting my monkey head, Ito! So stop asking!"
[21:17] <+AllenTClark> ((Hey, Dan, I heard Clockwork Empire was doing their Q&A?))
[21:17] <+TobiasWhite> For the two powers I would say it isn't black and white like that!
[21:17] <+TobiasWhite> I TOLD YOU I WANT YOUR SHOP!
[21:17] <~Dan> (That's next week, AllenTClark. :) )
[21:18] <+NathanRMaher> "Nope... Monkey head stays here.  It's too big for you!"
[21:18] <~Dan> So the dream world is Lovecraft's Dreamlands?
[21:18] <~Dan> Or is that just part of it?
[21:19] <+TobiasWhite> just part of it
[21:19] <+almightymoose> Copy ;) inscrutable goals and all that...
[21:19] <+almightymoose> Oooh I cant wait to meet HPL? Can players choose to be famous ppl if the GMis cool with it?
[21:19] <~Dan> Awesome.
[21:20] <+almightymoose> I bet the Great Library has the Necronomicon, Olas Wormius edition
[21:20] <+TobiasWhite> Eventually we might even bring in other other Lovecraftian entities through the void and dreamlands. Cthulhu does dream after all.
[21:20] <+NathanRMaher> The Dream Veil is a collection of abandoned dreams or dreams-in-progress that bounce around the multi-verse and are captured by the Dreamweaver Spiders who spin weirs or nets to capture them.  Spooks can enter them, must like crossing into another room, but the rules are different and you never know what is inside.
[21:21] <+NathanRMaher> It has all editions, and editions that haven't been written yet ;)
[21:21] <+almightymoose> I like it!
[21:21] <+almightymoose> 'Faints'
[21:22] <&Silverlion> Wheee
[21:22] <+NathanRMaher> Well folks, I gotta jet.  I have dinner to figure out and a 6.5 ft. Bowser costume to paper mache.  The head is 3 feet long! :( any last minute questions before I go?'
[21:22] <+TobiasWhite> Same here, any more questions?
[21:23] <~Dan> None that would involve a quick answer. Thanks so much for spending time with us, Nathan and Tobias!
[21:23] <+NathanRMaher> You're making a Bowser costume too?  Copy-cat.
[21:23] <~Dan> I'll have the log posted shortly and will send you the link.
[21:23] <+almightymoose> Yeah thanks a bunch!
[21:23] <+TobiasWhite> Thanks for having us! :)
[21:23] <~Dan> On a personal note, this is a game I am REALLY looking forward to. :)
[21:23] <+almightymoose> Ues
[21:23] <+almightymoose> Ues
[21:24] <+almightymoose> Yes! Are you a playtester?
[21:24] <+NathanRMaher> Very much appreciated.  Check out our facebook if you haven't already, we post from time to time.  (Link: https://www.facebook.com/spooksrpg)https://www.facebook.com/spooksrpg
[21:24] <~Dan> Sadly, no, but I hope to be a reviewer :)
[21:24] <+TobiasWhite> Have a nice night all
[21:25] <+almightymoose> Cool. Its really interesting seeing it take shape
[21:25] <~Dan> You too!
[21:25] <+NathanRMaher> You'll be the first Dan!  :D
[21:25] <+almightymoose> Nite💀!
[21:25] <~Dan> Yay! :D
[21:25] <+TRA-Preston> Bye
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[21:25] <+NathanRMaher> Nite all.
[21:25] <~Dan> Good night!

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