Thursday, May 30, 2013

[Q&A] Lynne Hardy (Cogs, Cakes, & Swordsticks)

[19:03] <+LynneH> Good evening, everyone. My name is Lynne Hardy, and I'm the author of Cogs, Cakes & Swordsticks, the freeform steampunk roleplaying game designed to be played in the comfort of your favourite tea shop (and kindly published by Modiphius Entertainment) (done)
[19:04] <~Dan> Thanks, Lynne!
[19:05] <~Dan> Would anyone like to start us off with a question?
[19:05] <+LynneH> You're very welcome ;)
[19:05] <+Silverlion> What do you mean by freeform?
[19:05] <+LynneH> That there aren't many rules, and minimum dice rolling (done)
[19:06] <+Silverlion> But there are rules?
[19:06] <+LynneH> Oh yes, but not very many as I'm fairly hopeless at remembering them.
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[19:07] <+AWOLJoe> So what makes it steampunk?
[19:07] <+LynneH> The game was also designed to try and encourage non-roleplayers who are steampunk fans into the table-top field as well, so I wanted to keep it as simple and informal as possible (done)
[19:07] <+LynneH> Mostly the setting.
[19:08] <~Dan> (Lynne: FYI, you only really need to use the (done) after you're caught up following a question pause. Unless you just want to. ;) )
[19:08] <+LynneH> Basically, instead of being a general nuisance and throwing things at street musicians, Babbage actually manages to build an analytical engine
[19:08] <+LynneH> (Dan - oops! Sorry!)
[19:09] <~Dan> (No worries! That's actually the way I used to do it. Just seemed like a pain for our guests. :) )
[19:09] <+LynneH> His engines revolutionise Her Majesty's Empire, allowing technology to come into being far earlier than it did in the real world
[19:10] <+LynneH> So we have flying cities, a Victorian space race, things like that
[19:10] <+LynneH> And lots of tea and cake
[19:10] <+TheNabster> What sort of Cake?
[19:11] <+TheNabster> I hope for Chocolate Fudge Cake
[19:11] <+LynneH> Well, several of our friends really like battenburg, but I'm a fairly equal opportunities cake eprson
[19:11] <+LynneH> *person
[19:11] <+TheNabster> Blerg, I dislike Battenburg. It's the Mazepan really
[19:11] <+TheNabster> I severely dislike Mazepan on my cake
[19:12] <+LynneH> I know what you mean - not a fan of marzipan
[19:12] <+TheNabster> I knew I was spelling it wrong
[19:12] <+fantomx11> What about this space race?
[19:13] <+LynneH> Well, after reading Jules Verne, some American bigwigs got rather excited and decided to start work on a space exploration program
[19:13] <+LynneH> Unfortunately, the Canadians stole a bit of a march on them and nabbed Verne as their technical advisor
[19:14] <+LynneH> So there's a bit of rivallry going on there as to who gets into space first
[19:14] <+LynneH> The Russians are also looking into building a space elevator, so you never know
[19:14] <~Dan> Oh, so nobody's made it yet?
[19:14] <+fantomx11> (being punk, I'm going to assume the "exploration" was a typo for "exploitation")
[19:15] <+LynneH> Hopefully, the space race will form the core of a North American sourcebook at some point
[19:15] <+LynneH> Yes, fantomx11, more than liekly it will ;)
[19:15] <+AWOLJoe> Czarist Russian space elevator. Awesome.
[19:15] <+LynneH> Nope, no-one's there yet, Dan
[19:15] <+LynneH> i envisage much technical skullduggery on all sides
[19:16] <~Dan> What's the cutting edge of tech?
[19:16] <+GenoFoxx> How has the political landscape changed?
[19:16] <+fantomx11> so, what city is the default setting
[19:16] <~Dan> (Question pause!)
[19:17] <+LynneH> Political landscape first: Her Majesty is even more firmly in control of her empire now thanks to the Babbage Engines, although there are concens about the growing power of the Ministry of Computational Sciences
[19:18] <+LynneH> Realising that they've pretty much lost the steam-race, the Americans are going all out for electricity so that they can form a mighty empire of their own
[19:18] <+fantomx11> (tesla!)
[19:19] <+LynneH> No-one's entirely certain what is going on in the Far East. Yet.
[19:19] <+LynneH> (naturally, fantomx11)
[19:19] <+LynneH> The cutting edge of tech is very much the Babbage Engines, and a rumoured super-engine known as the Babbage Intelligence
[19:20] *** `GM` is now known as `ST`
[19:20] <+LynneH> And then there's Her Majesty's Flying Steam City Atlantis...
[19:21] <~Dan> Wow. O.o
[19:21] <+LynneH> There's not so much a default city as a default country, which is Britain. But Atlantis does have its own supplement, which should be out in the next couple of months (done)
[19:22] <+fantomx11> by no one n=knows about the far east, do you mean in the setting, or as developers?
[19:22] <+GenoFoxx> What's going on with Africa, the middle east and South America?
[19:22] <+LynneH> Oh no - I have plans, but there's only hints of them in the core rulebook
[19:23] <+LynneH> Africa is still very much the Dark Continent, and I'm still thinking about what I'm going to do with the Middle East and South America
[19:23] <+LynneH> There will be dinosaurs, obviously...
[19:23] <~Dan> Obviously!
[19:24] <+GenoFoxx> (Tarzan with a Tesla cannon)
[19:24] <~Dan> Speaking of which: What are the non-steam-related weird aspects to the setting?
[19:24] <+LynneH> If that's what you want him to have, GenoFoxx, then yes, by all means
[19:25] <+LynneH> Hmm...
[19:25] <+LynneH> I'm not sure that there are any aspects that I would call weird
[19:25] <+fantomx11> (dinosaurs notwithstanding)
[19:25] <+LynneH> I've avoided including magic in the game, as that tends to complicate matters
[19:26] <+GenoFoxx> (The Mysterious
[19:26] <+LynneH> Well, yes, but dinosaurs could well still be hiding in Africa and the depths of South America - just ask Professor Challenger!
[19:26] <~Dan> Really? I thought you mentioned vampires?
[19:26] <+GenoFoxx> Cities of Gold meet the Hidden Empire)
[19:26] <+Iridium> No magic whatsoever? =)
[19:26] <+LynneH> Ah yes - gothic horror
[19:27] <+LynneH> The core rulebook deals with a pretty straight technological society
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[19:27] <~Dan> (Howdy, Kei!)
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[19:27] <+LynneH> But my hope is that it is sufficiently flexible that players will take it and make of it what they will
[19:27] <+Kei> (Dan!)
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[19:28] <+LynneH> So if a group really likes gothic horror, they can introduce those elements to their game and have fun with it
[19:28] <+`GM`> Sorry, my hand keeps slipping and accidentally activating my trackpad and thereby my popup macros
[19:28] <+`GM`> :(
[19:28] <+LynneH> I've run gothic horror versions at conventions and it works really well
[19:28] <+GenoFoxx> (and no one got my references :( )
[19:28] <+LynneH> We've also done dino hunts, voyages to the centre of the earth, and adventures in airships
[19:29] <+LynneH> Gosh, Mysterious Cities of Gold - there's a blast from the past
[19:29] <+AWOLJoe> I happen to enjoy aeronautics of the steam-powered variety!
[19:29] <~Dan> Before we get into how you'd handle that, perhaps you should cover the basic mechanics?
[19:29] <+LynneH> I always preferred Ulysses 31
[19:30] <+LynneH> Of course, Dan
[19:30] <+LynneH> Keeping it as simple as possible: each character has three attributes: Cogs (mental and technical)
[19:31] <+LynneH> Cakes (social and personality)
[19:31] <+GenoFoxx> (but Ulysses 31 doesn't fit steampunk)
[19:31] <+LynneH> and Swordsticks (fighty or physical)
[19:31] <+BlasterKyubey210> ... cakes?
[19:31] <+BlasterKyubey210> That's a weird icon visoization
[19:31] <+GenoFoxx> (Hellas yes;  steampunk no)
[19:31] <+BlasterKyubey210> Also not the first part for Charisma
[19:31] <+LynneH> One of those attributes is your primary, the thing you are best at, and gets you the biggest bonus to dice rolls when you're using it
[19:31] <+BlasterKyubey210> Err first thought for what Charisma is as a symbol
[19:32] <+LynneH> If you want to do something, the GM sets a difficulty, and you roll 1d6, add any bonus you might have, and as long as you meet or beat the target number, you succeed
[19:33] <+LynneH> Cakes is a bit of a joke based on where the game developed from BlasterKyubey210
[19:33] <+BlasterKyubey210> Oh
[19:33] <+BlasterKyubey210> Sorry, visualize antics
[19:34] <+LynneH> We'd done a lot of Victorian LRP, and all of the social interactions involved eating vast quantities of cake, so it sort of stuck as a name for the social attribute
[19:34] <~Dan> What's the attribute scale?
[19:35] <+BlasterKyubey210> Ah
[19:35] <+LynneH> We once hired the observation carriage of a steam train on a preservation line, and they couldn't believe we would need all of the cake we'd ordered.
[19:35] <+LynneH> Suffice to say, there wasn't any left at the end of the day :)
[19:35] * ~Dan chuckles
[19:35] <+LynneH> Your primary attribute gets a bonus of +3 to every roll
[19:36] <+LynneH> Your other two attributes get a bonus of +2
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[19:37] <+LynneH> If you want to attempt anything can't persuade your GM would be covered by your attributes, you might get a +1, or a penalty if you're trying to do something truly outlandish
[19:37] <~Dan> Are there skills?
[19:37] <+LynneH> the idea is that each attribute has a descriptive name to give it and the character some flavour, and as long as you can persuade your GM that attribute covers something, you should be able to get away with it
[19:38] <+LynneH> Not as such, Dan, no - everything is covered by your three attributes and your ability to talk the GM round to your way of thinking
[19:38] <+LynneH> Which is also where the freeform part comes in
[19:38] * ~Dan nods
[19:39] <+LynneH> Hopefully, that keeps the game fast, free flowing and pulpy - lots of big heroic actions and ludicrous adventures
[19:39] <~Dan> So let's say we're talking about inventing. Would your "Cogs" stat have to have a "scientist" description?
[19:39] <+LynneH> No, not necessarily
[19:40] <+LynneH> During playtesting, we had a librarian character. Her Cogs attribute related to her memory for facts in the books she'd read
[19:41] <~Dan> Right, but I mean, if you're going to invent gadgets, would you need to have an "inventor" theme to your Cogs attribute?
[19:41] <+LynneH> If she wanted to attempt something, she would roll to see if she'd read about it and remembered it
[19:42] <+LynneH> Yes, if you're planning on being an inventor, your Cogs would have an inventing bent to it
[19:42] * ~Dan nods
[19:42] <+LynneH> Something like "Tinkerer" or "Man with a Shed"
[19:42] <~Dan> Speaking of which, how do you handle inventing?
[19:43] <+LynneH> The player describes what it is they're going to try and invent
[19:43] <+LynneH> The GM decides how difficult that's likely to be given the timescale, the equipment to hand, etc.
[19:44] <+LynneH> And sets a level to beat from the difficulty table
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[19:44] <+LynneH> Then the player rolls their d6, adds their bonus for their Cogs attribute and sees if they succeed
[19:44] <~Dan> (Howdy, CC!)
[19:45] <+LynneH> if they roll a natural 6 before bonuses, something spectacularly good is likely to come of it
[19:45] <+LynneH> If they roll a natural 1, I think we can safely say that they failed to invent anything, and not in a good way
[19:45] <+LynneH> in fact, they'll probably have blown their shed up
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[19:46] <~Dan> (Howdy, GH!)
[19:46] <+GoldenH> hey dan. omg don't tell me it's another Q&A
[19:46] <~Dan> (Okay, I won't tell you that.)
[19:46] <+LynneH> (Sorry, GoldenH - that would be my fault ;) )
[19:47] <+GoldenH> awesome
[19:47] <~Dan> (#rpgnet2 is open for general chat!)
[19:47] <+GoldenH> sokay you have good choice of nick
[19:48] <~Dan> Is there a limit to what can be created?
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[19:49] <+LynneH> We haven't found one so far. It may take a lot of time, money or mutliple rolls to complete separate parts of a really large invention, but it would be difficult to say no completley to a player's ideas when we've got a two mile wide floating city anchored half way across the Atlantic!
[19:50] <+LynneH> And gathering all the right bits could make for an interesting treasure hunt campaign
[19:51] <+LynneH> And if it's a really neat idea, then someone is bound to want to steal it. Mentioning no names <Thomas Edison>. Ahem.
[19:51] <~Dan> Hmmm... Well, you mentioned previously that weapons have no mechanical effect, right?
[19:51] <+LynneH> Pretty much, yes
[19:52] <~Dan> So how would you handle an invented weapon?
[19:52] <+LynneH> Ooo, good one
[19:52] * ~Dan bows
[19:52] <~Dan> It's what I do. ;)
[19:53] <+LynneH> If the character inventing it wanted to use it, I'd expect them to have a relevant Swordsticks attribute, or else they'll suffer penalties
[19:53] <+LynneH> Once they've built it, they could learn to use it - there are rules for changing your attributes during play to reflect how your character is developing
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[19:54] <+LynneH> If they've built it for someone else who does know how to use it, the effects would be more descriptive, and may even run to penalties for any adversaries going up against them when they use that wepaon
[19:55] <~Dan> Hmm.
[19:56] <+LynneH> We were talking the other day about Excalibur - if a character had Excalibur, then just wandering about with it might actually deter most people from even wanting to get into a fight with you because, hey - that's Excalibur
[19:56] <~Dan> Would weapons inflict penalties based upon relative effectiveness, then?
[19:56] <~Dan> i.e., if one guy has a sword and the other just has a knife?
[19:56] <+LynneH> Ah - that would be down to the description of the fight.
[19:57] <+LynneH> In real life, going up against a sword with a knife is a bit silly
[19:57] <~Dan> True, but in a pulpy game, it can make perfect sense.
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[19:58] <+LynneH> But in CC&S, which is, at its heart, a pulp adventure game, as long as the person wielding the knife has skill and verve and the dice gods favour them, they have every chance of winning
[19:58] <+LynneH> Fortune favours the brave, and all that :)
[19:58] <~Dan> Speaking of fighting, perhaps you should cover combat at this point?
[19:58] <+LynneH> Good idea
[19:59] <+LynneH> Fighting is an opposed action - both sides roll, and the one with the best result wins
[19:59] <+LynneH> How detailed you want to amke it depends on you and your players
[19:59] <+LynneH> If you want blow by blow detail, roll for every attempted hit
[19:59] <+LynneH> if you prefer fast and furious - let one roll cover it
[20:00] <+LynneH> But whatever you do, describe it in glorious technicolour detail
[20:01] <+LynneH> The librarian character once beat a bad guy unconscious with a gas mask. That was fun to describe!
[20:02] <+LynneH> If your character loses a combat roll, they lose 1 from all of their attributes
[20:02] <~Dan> What form does damage take?
[20:02] <~Dan> (Whoops! n/m)
[20:02] <+LynneH> When their primary attribute gets to zero, they fall unconscious and need some sort of first aid
[20:03] <~Dan> So it's not possible to one-shot someone?
[20:03] <+LynneH> As it's a pulp game, death is one of those things that should only happen as a result of hitting zero in extreme and flamboyant circumstances
[20:04] <~Dan> True, but what if, say, a PC is trying to sneak up behind a guard and knock him unconcious?
[20:04] <+LynneH> If the opponent rolled a natural 6 and the player rolled a natural 1 (critical success and failure, respectively), I can't see why you couldn't one-shot at that point, as long as it was dramatically appropriate
[20:05] <+LynneH> if you're sneaking and they don;t know you're there, they don't get to roll against you. As long as you succeed, they're down
[20:05] * ~Dan nods
[20:06] <~Dan> Okay, now, let's take what you've just discussed and put it through its paces in the realm of the weird, shall we? :)
[20:06] <+LynneH> Okay...
[20:07] <~Dan> For example, let's say we're talking about a big, stompy dinosaur.
[20:07] <+LynneH> the stompier, the better?
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[20:08] <~Dan> Is there any way you can simulate its size and strength other than through Swordsticks? And if so, don't you wind up with a "Ninjasaurus" that is highly likely to hit?
[20:08] <~Dan> (If not, rather)
[20:08] <+LynneH> It gets no more of a bonus to its fighty skill than a player does.
[20:09] <+LynneH> So, let's take a T. Rex: its Swordsticks could be Scary Charge, say
[20:09] <+LynneH> If it's its primary, it gets a +3 to any rolls when it's charging a victim
[20:09] <+Kei> (I always lke when Dan discusses these things, as he and I have very, very different wants/expectations from a resolution system)
[20:10] <+LynneH> The person it's charging gets to apply their relevant bonus to their own roll, which will usually be either +2 or +3, so there's no big mismatch
[20:10] <~Dan> But doesn't that mean that the strongest dinosaur is no mightier than the strongest human?
[20:11] <+LynneH> What dinsosaurs have in strength, humans make up for in wiliness
[20:11] <+LynneH> And you are playing pulp heroes - they should be larger than life and able to stand up to honking big dinos :)
[20:12] <+LynneH> having said that, if you're stupid enough to stand in front of a charging T. rex and you fail your roll, you'd better hope you have some reputation points on hand to save you
[20:12] <~Dan> Heh. Well, true... However, I would counter that big honking dinos should have a better chance of knocking down buildings than do even the wiliest humans. :)
[20:13] <+LynneH> Depends on if the humans have some TNT...
[20:13] <~Dan> Well, yes. :)
[20:14] <~Dan> You mentioned reputation points...?
[20:14] <+LynneH> I mentioned reputation points there, because they are a mechanic we introduced after playtesting to add a bit of extra character flavour
[20:14] <~Dan> (*laugh*)
[20:14] <+LynneH> Jinx!
[20:14] * ~Dan high-fives LynneH!
[20:15] <+LynneH> Where were we? Oh yes: reputation points.
[20:15] <+LynneH> Every character starts the game with 1 RP
[20:15] <+LynneH> That represents the fact that you are slightly known within your field of expertise, whatever that may be
[20:15] <+LynneH> You are a hero, after all
[20:16] <+LynneH> Every time you roll a natural 6, you get another one
[20:16] <+LynneH> Up to a maximum of 6
[20:17] <+LynneH> if you really badly fluff a critical dice roll, you can spend a reputation point to reroll because, after all, if you are an expert in your field, you're not likely to make such a daft mistake, are you?
[20:17] <~Dan> (brb -- please continue)
[20:19] <+LynneH> If you'd like to do a spot of further character development, you can trade in 6RP for a Specialisation Point that reflects the way the character has been played
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[20:19] <+LynneH> SP give an additional bonus to dice rolls under specific circumstances
[20:21] <~Dan> (back)
[20:21] <~Dan> Ah... And those can exceed +3?
[20:22] <+LynneH> Yes
[20:22] <~Dan> So going back to our friend Stompy the Dino, would you give him a specialization to make him stronger?
[20:22] <+LynneH> So if you had an inventor who had spent most of his game play working with clockwork, he could trade in 6RP for 1 SP in clockwork mechanisms, which would actually get him a +4 bonus but only if he was working with clockwork
[20:23] <+LynneH> So far, only characters get RP
[20:23] <+LynneH> Although I don;t see why you couldn't have a dinosaur as a character...
[20:24] <+LynneH> At which point, yes, he could get himself some RP :)
[20:24] * ~Dan chuckles
[20:24] <~Dan> So let's look at Gothic horror. How did you tweak the system to allow for supernatural powers?
[20:24] <+LynneH> Make sure they're covered by your attribute description
[20:25] <+LynneH> You could have a Cogs attribute of "Mesmerising Eyes"
[20:26] <+LynneH> After all, mesmerism would be a mental/psychic attribute, and you could use it to hypnotise people
[20:26] <+LynneH> Shapechanging would be a physical attribute, so would be covered under Swordsticks
[20:27] <~Dan> How about supernatural immunities?
[20:27] <+LynneH> Another good one
[20:28] <+LynneH> I'd probably handle that descriptively, or give bonuses/penalties accordingly
[20:28] <+LynneH> It would depend on the players to a large extent
[20:29] <+LynneH> I've had groups where we don;t need to roll the dice as we've been playing together for years, so we trust each other to go where the story and the setting takes us
[20:30] <+LynneH> In other groups, a few rolls help to show that as a GM, you're working on the players' side and aren't being arbitrary
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[20:30] * ~Dan nods
[20:30] <~Dan> (Howdy, Squide!)
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[20:31] <+LynneH> in the case of werewolves and non-silver weapons, I'd describe it as they were hit, and were apparently injured, but the wound suddenly seemed to heal before the characters' eyes
[20:32] <+LynneH> And at that point, I'd give the players some sort of Cogs roll to see if they've realised what just happened
[20:32] <~Dan> So would it be safe to say that the game as written isn't really designed for such powers in the hands of PCs?
[20:32] <&Le_Squide> (Heya)
[20:33] <+LynneH> Not at the moment, but there are suggestions in there for how groups can work together to develop the sorts of stories they want to tell
[20:33] * ~Dan nods
[20:33] <+LynneH> there may well be a gothic horror supplement somewhere down the line to formalise it, though
[20:34] <~Dan> Any chance of Martian invaders?
[20:35] <+LynneH> Oh now that would be telling!
[20:35] * ~Dan chuckles
[20:35] <+LynneH> If you want Martian invaders in your game, then that's entirely up to you
[20:36] <+LynneH> the game was very much inspired by scientific romances, so it would almost be rude not to
[20:36] <~Dan> What games influenced your game design?
[20:37] <+LynneH> Over the Edge, West End Games d6 system, QAGS, Spirit of the Century
[20:37] <~Dan> I can see that.
[20:37] <+LynneH> Our own in-house LRP system
[20:38] <~Dan> Do you have any thoughts about applying the system to other genres? It seems pretty setting-neutral.
[20:38] <+LynneH> Our GMs did once actually have cakes with different coloured cases to simulate success, failure and super success
[20:39] <~Dan> Nice. :)
[20:39] <+LynneH> it is setting neutral, and I'm already planning on doing something with a shiny 1950s sci-fi setting
[20:39] <+LynneH> And pondering a film-noir detective version as well
[20:39] *** `GM` is now known as Crowned_Sun
[20:40] <+Crowned_Sun> There; that was fun. One Drider, down. One renegade body-snatching ElfQueen/Diabolist of yesterday, on the run. One black soul-stealing mirror... unaccounted for..
[20:40] <~Dan> (Q&A in progress, Crowned_Sun. :) )
[20:40] <+LynneH> Blimey - that was a busy night!
[20:42] <~Dan> My concern would be the small scale limiting what you can do with the system. I can't see it handling something like superheroes, for example. Any thoughts on that?
[20:42] <+LynneH> Yes, it would need tweaking to deal with superheroes
[20:43] <+LynneH> And as much as I love watching Dc/Warner Brothers animated superheroes, I'd not really thought about applying this system to a superhero game
[20:43] <~Dan> (Not that every system should be able to handle superheroes, mind you.)
[20:44] <+LynneH> It would make for an intriguing puzzle, though...
[20:44] * ~Dan nods
[20:44] <+LynneH> After all, a variation of the d6 system handled Hercules and Xena quite nicely
[20:45] <~Dan> Well, personally, I prefer open-ended scales, but that could be problematic with a 1d6 system.
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[20:46] <~Dan> And in any case, as anyone who's read my reviews can tell you, I don't consider my own tastes to be the benchmarks of a "good" game. ;)
[20:46] <+LynneH> I suppose because most of my roleplaying experience over the last decade or so now has been LRP, I've been tending to approach things more from a freeform, collaborative angle than a purely table-top one, if that makes sense
[20:46] <~Dan> Oh, certainly.
[20:47] <+LynneH> Everyone has different tastes, and that's a good thing
[20:47] * ~Dan nods
[20:47] <+LynneH> This game won't suit certain groups, but hopefully out there there is something that will and they'll have wonderful fun doing it
[20:47] <~Dan> Would it be fair to say that your main goal is to facilitate a good story while taking the "I shot you/No you didn't" out of the process?
[20:48] <+LynneH> Yes
[20:48] * ~Dan nods
[20:48] <+LynneH> It was largely designed to tempt cosplayers into roleplaying
[20:48] <~Dan> I can also see it tempting freeform storygamers into roleplaying.
[20:49] <+LynneH> And be something that you could sit down and get on with wherever with the minimum of fuss and bother
[20:49] <+LynneH> And, yes, as an excuse to frequent nice tea shops and eat cake
[20:49] <+LynneH> I do hope so :)
[20:49] <~Dan> :)
[20:50] <~Dan> We have about 10 minutes in regular Q&A time (although you're welcome to hang out and field questions as long as you like)... Is there anything you'd like to bring up that we haven't covered?
[20:50] <+LynneH> I have to admit that my poor brain is starting to fail - it's nearly 3am here in Blighty!
[20:51] <+LynneH> I think I've managed to cover most of it...
[20:51] <+LynneH> With your masterful guidance, of course ;)
[20:51] <~Dan> Of course. ;)
[20:52] <+LynneH> Really, what I'd like to see is people who aren't used to roleplaying picking up th game and having fun with it
[20:52] <~Dan> Well, unless anyone has any further questions, would you like to call it a night? (Or a morning, as the case may be?)
[20:52] <+LynneH> And people who are used to roleplaying picking it up as a bit of light relief
[20:53] <+LynneH> And people who aren't sure about steampunk dipping their toes in the water
[20:53] <~Dan> Noble goals, IMO. :)
[20:53] <+LynneH> (I think it might be poor show if I'm still up when my poor husband has to get up for work in two hours!)
[20:54] <~Dan> (Probably so, yes. :) )
[20:54] <+LynneH> Thank you ever so much for having me - it's been a great deal of fun
[20:54] <~Dan> In that case, I'd just like to thank you for staying up late with us to discuss your game!
[20:54] <+LynneH> i hope I managed to remain mostly coherent - my brain doesn't usually work very well after 10pm :)
[20:54] <~Dan> I'll have the log posted shortly and will send you the link.
[20:54] <~Dan> You've done very well. :)
[20:55] <+LynneH> thank you
[20:55] <~Dan> Sleep well!
[20:55] <+LynneH> Ah, chivalry is not dead...
[20:55] * ~Dan chuckles
[20:56] <+LynneH> Enjoy the rest of your evening. It's been a pleasure
[20:56] <~Dan> Likewise!
[20:57] <+LynneH> Take care, everyone
[20:57] <+LynneH> Be good - and if you can't be good, just don't get caught ;)

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