Monday, October 28, 2013

[Q&A] Daniel Proctor and Tim Snider (Cryptworld)

19:04] <+TimSnider> I'm Tim "Sniderman" Snider, coauthor of Cryptworld.
[19:04] <+TimSnider> MOst folks may know of my blog, The Savage AfterWorld though.
[19:05] <+DanP> My name is Dan Proctor, one man army behind Goblinoid Games. I bought the Pacesetter brand a year or two back, and Timemaster and Sandman, and decided to carry on with the brand.
[19:05] <+DanP> Cryptworld is the new official Pacesetter brand horror role-playing game. It uses the original Pacesetter action table, and though it is inspired by Pacesetter's CHILL it goes in new directions.
[19:06] <+DanP> I think I will leave it there and field questions at this point (done)
[19:06] <~Dan> Thanks, guys!
[19:06] <~Dan> Would anyone like to start us off with a question?
[19:06] <+Brian-2d6Feet> Hi Dan, Tim! Brian Isikoff, with 2d6 Feet in a Random Direction podcast. So - why Pacesetter? The original Pacesetter stuff came - and went - pretty quickly (the Chill IP excepted, via Mayfair). What do you find compelling about the Pacesetter system?
[19:07] <+Abstruse> Tell us about the setting/system for those of us unfamiliar with either...
[19:07] <~Dan> (Question pause.)
[19:07] <+Brian-2d6Feet> Mind you - I bought CW, Majus, and RW - so, I'm a fan. But I'd like to hear what you think they offer the market. (just clarifying)
[19:07] <+TimSnider> For myself, I was a fan of the Pacesetter system from way back. I've been running convention games since they originally came out.
[19:08] <&Silverlion> Does Cryptworld have  an organization? or rules for creating organization.?
[19:08] <~Dan> (Oh, I should mention that #rpgnet2 is open for general chat during the Q&A, as usual.)
[19:08] <+DanP> I actually discovered Pacesetter later, around 2006 or so via Timemaster, and the Pacesetter games and system just really struck as something special. The system is, dare I say it, innovative even by today's standards. I like the grittiness of it, and the flexibility.
[19:08] <+TimSnider> I love that everything is self-contained in one table. Combat, skill checks, investigation, everything. No need to thumb through for that table or that chart. The Action Table is very simple and intuative.
[19:09] <+DanP> The setting for CW is wide open, not an assumed setting. If you want to use organizations for the PCs there are 5 sample ones provided
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[19:10] <+DanP> Silverlion, yep 5 organizations are provided, a variety
[19:10] <+DanP> (done)
[19:10] <+Catseye> what sets Cryptworld apart from Chill? What are the differences?
[19:10] <~Dan> (Brian-2d6Feet, PM to you.)
[19:10] <+DanP> First it is importnat to note that any comparisons I talk about are with Pacesetter CHILL, I'm much less familiar with the Mayfair version
[19:11] <+Brian-2d6Feet> Support? Any plans for adventures or the like for CryptWorld? The old Chill modules - esp. 1st edition - can be found on the used market … but are tied to that Chill IP. Do you have anything planned for CW?
[19:11] <+Abstruse> Okay, I seriously have no idea what Chill is other than a vague recollection of a cover that looked like someone spilled blue ink on a Vampire: The Masquerade cover. Could you please give me a background?
[19:11] <~Dan> (Question pause.)
[19:11] <+DanP> CW is much more 80s horror movie in flavor, and includes many such flavored monsters in the core rules. CW is also different in that it provides advice for running games
[19:12] <+DanP> I do have module and supplement support planned, and some other things I can't tlk about until 2014
[19:12] <+TimSnider> Let's see, Cryptworld is "classic horror" rather than "cosmic horror." Think Universal Studios, Hammer Horror, and 80's monster films.
[19:13] <+DanP> Abstruse, probably thinking of the Mayfair version, but it is a horror RPG originally released by Pacesetter ltd. That company is gone, but I now own the brand and carry it on as a product line
[19:13] <+TimSnider> In CW, the PCs are usually "fighting the good fight against the forces of evil." Unlike a horror game like CoC, the PCs actually have a chance against The Darkness....if they're clever enough!
[19:13] <+DanP> (done)
[19:13] <+TimSnider> (ditto done)
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[19:14] <~Dan> Can you give us an overview of the system?
[19:14] <+Abstruse> So tell me about the setting and system as someone who knows nothing beyond "horror RPG"?
[19:14] <+DanP> Ok, let me do both at once
[19:14] <+TimSnider> TAke it Dan.
[19:15] <+DanP> The CW setting is wide open for customizing. The flavor of the game is 80s horror, and can include organizarions for the PCs or the PCs can be on their own, discovering the supernatural for the first time
[19:16] <+DanP> It is modern by default but could be in any time period...Tim anything to add about the setting?
[19:16] <+TimSnider> NO, but I can answer how the system works pretty quiskly.
[19:16] <+Abstruse> Is this like Dresden Files or other urban fantasy or is it something else?
[19:17] <+DanP> The system is percentile at its core, but also uses a chart resolution for some (not all things) so that you have degrees of success
[19:17] <+DanP> no, the game Majus is that sort of game (magic noir)
[19:17] <+DanP> Anything else to add about the system Tim?
[19:18] <+DanP> It is monster hunting in a modern world, but fairly gritty
[19:18] <+TimSnider> There are two primary rolls -- General and Specific. The general roll is pass/fail. Roll under your ability/skill to succeed.
[19:18] <+Abstruse> Okay, again, I want to reiterate that I'm coming into this Q&A totally blind wanting to learn about your game. Assume I'm a rep from Wizards of the Coast or Paizo looking to pick up your game and give you total creative freedom. Give me the elevator pitch.
[19:18] <+DanP> (done) did that answer it?
[19:19] <+TimSnider> The Specific roll has you calculate the difference you succeed by in order to determine how WELL you succeed. If you have a score of 50, rolling a 45 is barely OK, whereas a 01 is incredibly successful.
[19:19] <+Abstruse> "I have one MIIIILLION dollars to give you to develop this game thingy you have, though I know nothing about it. Tell me what it is and impress me. You have 60 seconds. Go!" What would you say?
[19:19] <+TimSnider> You then compare that difference on the Action Table to determine the end result.
[19:19] <+TimSnider> (done)
[19:20] <+Brian-2d6Feet> Question more for Tim: you note the convenience of the single universal chart. While I agree, each skill (for instance) has a separate key for how the exact success results part. Back in the day, there was comments about the "massive" page / table flipping. How do you experience that aspect in play? Do you gloss over it, have references ready, etc.?
[19:21] <+TimSnider> It's fairly freeform. Although the Pacesetter rules have bonuses/penalties for just about everything, a clever CM can make judgements on the fly.
[19:21] <+DanP> Abstruse, not sure what I can add to what I said above. It is a game where you investigate and hunt the forces of the unexplained.
[19:22] <+TimSnider> For example, if someone is firing at a moving target, there may be a +10% penalty. Standing over them and firing at their unconscious form gets  -30%. The rules has a bunch of examples, but you can pretty much determine it yourself.
[19:22] <+Abstruse> So you're X-Files hunting Jason Vorheers?
[19:22] <+Brian-2d6Feet> Thanks, Tim - that's helps. That was my sense as well. Same thing on the various Skill Results as well, yea?
[19:22] <+DanP> That is one option
[19:22] <+TimSnider> Abtruse, your Abraham Van Helsing and Karl Kolchack rolled into one.
[19:23] <+DanP> (done)
[19:23] <+TimSnider> Yup Brian.
[19:23] <+TimSnider> (done)
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[19:23] <~Dan> One thing that troubles me about the system that I think the Mayfair edition changed is the lack of damage stats for weapons. Any thoughts on the subject?
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[19:24] <~Dan> (Howdy, egyptian and Ettin!)
[19:24] <+Abstruse> So it's kind of Call of Cthulhu in a way? Different mythos and subgenre of horror, but a similar set-up?
[19:24] <&Silverlion> Someone said that you focused on balancing the 'combat" value rather than the "creepy value" as per Chill, do you think that's accurate?
[19:24] <~Dan> (Question pause.)
[19:24] <+Brian-2d6Feet> I'd say it's a little more in common with Hammer Horror Films, and pre-code Horror comics than the Lovecraftian side of things.
[19:25] <+TimSnider> Abtruse, think more of Dracula, the Wolfman, the Mummy, classic horror archetypes. Now place them in the modern world. Now have the players join a society dedicated to ridding the world of these classic monsters. That's the gist.
[19:25] <+DanP> Yeah in most games there are slight differences in weapon damage, d6 vs d8 vs d10, the action table makes that variablity relate to your skill. So the higher the skill and better the roll, the more damage
[19:26] <+Abstruse> I didn't mean Lovecraft per se (we just spent a two hour episode of the podcast dissecting horror subgenres)...just more the idea of investigator...
[19:26] <+TimSnider> What Dan said. I explain it this way: Someone who's skilled with a knife will do more damage with a knife. The Action  Table reflects this. Your skill -- not the weapon -- determines damage.
[19:26] <+Abstruse> It's not Dresden Files and it's not X-Files...is it Buffy then?
[19:26] <+DanP> Abstruse, investigation could be one focus of a game, or could also simply be ordinary people in a weird situation.
[19:27] <~Dan> True, re: knife skill... but all things being equal, a sword does more damage than a knife.
[19:27] <+DanP> Sorry I'm lost with what question was next
[19:27] <+TimSnider> Not in the hands of a non-swordsman!
[19:28] <~Dan> Well, yeah. But if the swordsman and the knife-fighter are of equal skill, I'd rather be the guy with the sword. :)
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[19:28] <+TimSnider> Just because I have a pair of nunchcks, doesn't mean I have "skill" with then, no?
[19:28] <+DanP> Silverlion, not sure what you're asking
[19:28] <~Dan> No, but see above. :)
[19:29] <+TimSnider> (done)
[19:30] <~Dan> What sort of magic system does the game offer?
[19:30] <+DanP> I think that cobat in any RPG has its flaws.
[19:30] <+DanP> There is no magic system, but there is an optional system for paranormal talents, sort of psycic abilities
[19:30] <+DanP> Majus has a magic system though
[19:31] <+TimSnider> CW (like all Pacesetter games) has Paranormal Talents that the PCs could possess. Call them "psychic abilities" if that helps.
[19:31] <+DanP> (done)
[19:31] <~Dan> How powerful are they?
[19:31] <+TimSnider> And some THINGS have borderline "magic"powers, but they're more like supernatural abilities specific to the creature.
[19:31] <+TimSnider> Vampire turning into mist, ghosts possessing people, etc.
[19:31] * ~Dan nods
[19:32] <+TimSnider> (done)
[19:32] <~Dan> Now, this is a rather specific question, but... I seem to recall Chill having a THING power to write creepy stuff on walls... with a percentage chance of that failing. Is that still there?
[19:33] <+DanP> The vary in power, and have a range of effects like dream walk, pyrokinesis, etc
[19:33] <~Dan> Because, that always struck me as kinda silly. :)
[19:33] <~Dan> B-E-W-A-*
[19:33] <~Dan> "Well, $*@&."
[19:33] <+DanP> It can be silly, yes
[19:33] <+DanP> There are "unsettling powers" that are essentially for mood
[19:33] <+DanP> optional
[19:34] <+DanP> You could have blood on a wall, sure
[19:34] <+TimSnider> Yup, any THING with a "Power" score has the capability to weird "Unsettling Powers." Blood drips from the walls, raising winds, lights out, etc. They're optional.
[19:34] <+Bigby> What do you mean "a THING power"?
[19:34] <+TimSnider> Monsters in CW = THINGs.
[19:34] <+DanP> THINGS are creatures
[19:34] <+Bigby> Got it.
[19:34] <+DanP> (done)
[19:35] <~Dan> What was the answer re: PC psychic powers?
[19:35] <~Dan> (How powerful, I mean.)
[19:35] <+TimSnider> Some THINGS have a "power" score which they use to wield their abilities. But it's finite so the monster doesn't run ramshod over the players.
[19:35] <+DanP> Sorry not sure how to rate it in terms of power, can be fairly powerful
[19:35] <+DanP> PCs I mean
[19:35] <~Dan> Well, are we talking about car-lobbing TK, for example? :)
[19:36] <+DanP> Creatures can be vary powerful, and in general if the PCs don't discover a creature's weakness they will have a tough time
[19:36] <+DanP> no, no TK
[19:36] <+DanP> not super hero
[19:36] * ~Dan nods
[19:36] <+TimSnider> PCs are fairly weak. Wouldn't be too "horrific" if they could hurl a car!
[19:36] <~Dan> Very true.
[19:37] <+DanP> Am I caught up?
[19:37] <~Dan> I think so. :)
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[19:37] <+TimSnider> The PCs need to be smart. Investigate what's happening. Discover the creature. Find its weakness. And (maybe) destroy it!
[19:37] <+DanP> (done)
[19:37] <~Dan> (Howdy, FGF!)
[19:37] <+TimSnider> (done)
[19:38] <~Dan> Generally speaking, are THINGS totally immune to everything except their weaknesses?
[19:38] <+DanP> Some are, some not, and even the ones that are the PCs could be creative in at least immobilizing them
[19:38] <+TimSnider> Not all the time. There are the classic (vampire = stake in the heart), but some weaker ones just need a beatdown. But just try going toe-to-toe with a Cannibal Hillbilly and let me know how you do. ;)
[19:39] <+DanP> Not all creatures are supernatural
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[19:39] <+TimSnider> Indeed. Some are alien, some are mortal. All are dangerous.
[19:39] <+DanP> There are cryptids like bigfoot, Jersey devil, etc.
[19:40] <+DanP> (done)
[19:40] <+TimSnider> I just ran a CW game at a con where the THING was a biological experiment run amok. No classic "monsters", but it was pretty horrific.
[19:40] <+TimSnider> (done)
[19:40] <~Dan> Hmm. Is that another change from Pacesetter Chill?
[19:41] <+Brian-2d6Feet> DanP: You've got the Labyrinth Lord society (I believe that's the right name) for your LL support. Do you plan to broaden that to include Pacesetter stuff and CW?
[19:41] <~Dan> re: non-supernatural monsters?
[19:41] <+jcftao> Dan, the Chill rpg had a supplement allowing PCs to take role as the monsters...in a classic monster sort of way.. do you have plans for this also?
[19:42] <+DanP> I probably won't continue with the Society just becasue it is too time consuming. I think between blogs and social media you can have a network with much less work. But I do have plans for support
[19:42] <+DanP> Dan, well the creatures in CW span a lot of types of horror, so in some ways yes it is a departure. You don't have to stick to supernatural horror.
[19:43] <+DanP> As for monster PCs, I am giving it some thought but no definite plans yet
[19:43] <+DanP> (done)
[19:45] <+DanP> Sorry to be coy about support, I just have some irons in the fire I can't talk about till next year.
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[19:46] <~Dan> (Welcome to #rpgnet, spanningtree!)
[19:46] <+spanningtree> Thanks, just thought I would drop by for a minute.
[19:47] <~Dan> Was the SAVE organization a creation of the Mayfair edition?
[19:47] <~Dan> spanningtree: Here for the Q&A?
[19:48] <+DanP> no, but they vastly expanded it. In the Pacesetter version it was just a short background, comparable to the five new ones in Cryptworld
[19:48] <+spanningtree> Yup, I hope I can stay, little guys bedtime is coming up.
[19:48] <+DanP> (done)
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[19:49] <+Brian-2d6Feet> I really like the Holloway cover, DanP. How was it working with him on it?
[19:49] <+Brian-2d6Feet> Or commissioning, as the case may be ;)
[19:49] <+DanP> Jim is great to work with. Very nice guy, very professional. He really knows what he's doing. He was able to interpret what I wanted perfectly.
[19:50] <+DanP> Also Brian Thomas and Tim Tyler, both did interior work, were great to work with.
[19:50] <+Brian-2d6Feet> I like the follow-up piece a few pages in, with the reporter's use of camera. That was cute.
[19:50] <+TimSnider> When Dan showed me a preview of the cover, I almost plotzed when I saw it.
[19:50] <+DanP> Yes I wanted 80s horror and he nailed it in subtle ways
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[19:51] <+Brian-2d6Feet> Small question: you've got the game-specific action charts available, in color backed with the game cover. I know they are available digitally - is that going to be a print thing to?
[19:51] <~Dan> Is there any overarching bad guy organization and/or hierarchy of monsters?
[19:51] <+DanP> Brian, at RPGnow I have color versions on 8x10 cardstock
[19:52] <+Brian-2d6Feet> Ok, cool - I was looking for something like that :)
[19:52] <+TimSnider> Dan, there isn't a Bad Guy, LLC, nor is there "The Unknown" from the old CHILL. The monsters in CW just....are.
[19:52] <+DanP> Dan, no you can customize it. In fact I would almost recommend you NOT use all the monsters in the game, limit it to the sort of horror you want to run
[19:52] <&Silverlion> Sorry DanP, I had to deal with a dog. I was wondering if you kept the creepy feel of the critters and balanced them towards being creepy rather than combat heavy
[19:52] <+TimSnider> Each THING (to me anyway) has its own background and reason for ebing there.
[19:52] <+TimSnider> *being
[19:53] <+DanP> Yes, at least in my opinion very creepy
[19:53] <+TimSnider> Double-creepy.
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[19:53] <+Catseye> I''m afraid I never got the Pacesetter version of Chill. The only version I own is from Mayfair
[19:54] <+TimSnider> Then you should certainly try CW! :)
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[19:54] <+DanP> My biggest problem with Mayfair is that it did away with the action table but not its underlying mechanics, some some things have no context
[19:54] <~Dan> (Howdy, AeonPhoenix!)
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[19:55] <+DanP> (done, I think)
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[19:55] <~Dan> You've mentioned 80s horror several times. What do you consider 80s monsters? Seems like that was the heyday of the slasher rather than the monster.
[19:56] <+DanP> I'd say both slasher and monster, some examples...
[19:56] <+TimSnider> Lost Boys. The Blob (remake). American Werewolf in London. The Howling. Lots of monsters there, not just "slashers."
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[19:56] <~Dan> Good point.
[19:57] <+TimSnider> Fright Night too. But there was a certain "style" to the era.
[19:57] <+Brian-2d6Feet> Friday the 13th TV series
[19:57] <+DanP> Tim said it, yes plus much more. Aliens inspired by They Live, demons, a dream stalker e.g. Freddy, the classics and much more
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[19:57] <+TimSnider> Which was inspirational for the SCD.
[19:57] <+Brian-2d6Feet> Tales from the Crypt as well, I think
[19:57] <+DanP> evil puppets
[19:58] <+DanP> CHUD etc
[19:58] <+DanP> (done)
[19:59] <+TimSnider> (done too)
[19:59] <+Brian-2d6Feet> How's response been to CryptWorld thus far? It's been out a month ... and a half?
[19:59] <+Catseye> SOmeone mentioned that the original Chill focused on how creepy that the creatures/THINGS were. What approach does Cryptworld take to taht?
[19:59] <+TimSnider> Released on Sept. (Friday the) 13th.
[19:59] <+DanP> I'd say pretty good. My sales are generally much higher with fantasy, but CW has done well and people seem to like it
[20:00] <+DanP> CW also emphasizes the dreepy, I think
[20:00] <+DanP> creepy
[20:00] <~Dan> If dreepy isn't a word, it should be.
[20:00] <+DanP> (done)
[20:00] <+TimSnider> Dreamy + creepy = dreepy. (Lovecraft's Dreamlands?)
[20:00] <+TimSnider> (done0
[20:00] <+Brian-2d6Feet> That's awful, Tim
[20:01] <+TimSnider> It's 9 a.m. I'm tired. ;)
[20:01] <+Brian-2d6Feet> ;)
[20:01] <+TimSnider> p.m. See how tired I am?
[20:01] <~Dan> Would it be correct to say that CW adventures are generally of the one-monster variety?
[20:01] <+Brian-2d6Feet> Tim - can you comment on how it was running CW for "modern" audience ... didn't you run it at Con on the Cob?
[20:02] <+DanP> Well, yet to be seen since I have adventures planned, but generally I'd say yes.
[20:02] <+TimSnider> Brian, the game went very well. Keep in mind that I've been running Pacesetter games since the 80s, so I have the system down.
[20:03] <&Silverlion> Hammer Horror was more 60-70's though right?
[20:03] <+TimSnider> It's very simple to run, and everyone picked up on the system. As far as the scenario, it was a hospital that called a press conference. They arrived, and it was empty.
[20:03] <~Dan> DanP: Really? Huh... I thought that spelled out somewhere.
[20:03] <~Dan> I was going to ask how you keep up player interest in such a scenario.
[20:03] <+DanP> Silverlion, yes I think so, in CW the feel is more like Silverbullet and lost Boys
[20:03] <+TimSnider> They found evidence that some medical experiment went wrong. Then the tenticles came out of the sink drains...
[20:04] <+DanP> Dan, you men interest in one monster? I thought you meant in a single adventure
[20:04] <+TimSnider> (done?)
[20:04] <~Dan> DanP: Well, I mean one monster per adventure.
[20:04] <+DanP> A campaign could include many monster types, but depends on what sort of game you want to run
[20:05] <+Brian-2d6Feet> (thanks Tim - sounds fun)
[20:05] <+TimSnider> Keep in mind that The Big Bad could have minions. And thralls. Or it could toy with the "puny mortals." no problem keeping the PCs engaged!
[20:05] <+DanP> One monster type or multiple of the same type? This is a gritty game, too much and PCs will be toast
[20:05] * ~Dan nods
[20:06] <~Dan> I do get that... My concern would be if the adventure played out like a classic Dracula movie, for example.
[20:06] <+Catseye> could you define "gritty"? It has many definitions
[20:06] <~Dan> Dracula shows up several times but can't really be defeated until the end.
[20:06] <+DanP> Yes thralls, minions could be possible. I don't envision it as staking a vamp in one scene and hacking the wereolf in the next, like in D&D
[20:06] <+TimSnider> Throw in some bats and the brides if they start getting bored. ;)
[20:06] <~Dan> In a game, that strikes me as more frustrating than exciting.
[20:07] <+DanP> For me gritty means lethal system
[20:07] <+DanP> Got lost Dan, what is frustrating?
[20:08] <~Dan> Hmm. Let me try to restate.
[20:08] <+Catseye> well horror games are supposed to have a high death risk, That's sort of part of what makes a horror game
[20:08] <~Dan> Let's say Dracula is the monster in the adventure.
[20:09] <~Dan> If the players don't have the weakness figured out, any appearance of Dracula will just be a route.
[20:09] <+TimSnider> Dan, try my scenario. Abandoned hospital. Players split up. One is attacked, but didn't see what did it. They regroup. They hack into a PC and see some disturbing video. They search for survivors. They find a man begging for death.
[20:09] <~Dan> I guess you could drive him off or seomethjing...
[20:10] <+jcftao> Perhaps Dracula would like to toy with his victims, like a cat with a mouse?
[20:10] <+DanP> You know I think so much depends on how the game is run and what else is going on.
[20:10] <+Brian-2d6Feet> (They hack into a *personal computer*)
[20:10] <+TimSnider> They pull back the sheets and find something eating him. They attack. It attacks. It's "mother" shows up. This lasted 4 hours.
[20:10] <+Brian-2d6Feet> (Unless you've gotten all Videodrome. Hmmm)
[20:10] <+Catseye> nasty. But effective
[20:11] <+TimSnider> And the PCs never did find the other "surprises" lurking in the shadows. But, in essence, one Big monster, one small monster, and hours of creepy fun.
[20:12] <~Dan> Actually, speaking of Dracula, do you offer stats for the classic Universal monsters?
[20:12] <+Catseye> the problem these days, is that many games that assume the horror label aren't truly horror games at all. And that causes a confusion in terminology and especially for customers who are looking for one.
[20:12] <+TimSnider> (done)
[20:12] <+Catseye> The whole Urban Fantasy thing, for example. Early games of it tried to call themselves "personal horror" and failed miserably to deliver the horror.
[20:13] <+DanP> Dan, lets see, werewolves, mummies, vamps, "the created" e.g. Frankies monster...am I missing any Tim?
[20:13] <+TimSnider> Uh....classic monsters...gillman perhaps?
[20:14] <+DanP> So in short, yup the classics are there
[20:14] <+DanP> I'm rather proud of my Leprechaun
[20:14] <+TimSnider> But throw in "modern monsters" like evil mentalists, hidden aliens, space blobs, cenobites, CHUDs, dream killers, killer puppets, etc. 30+ THINGS in the rules, in fact.
[20:15] <+TimSnider> And I created a Gremlin I like.
[20:15] <~Dan> Ah. Well, I was thinking more in terms of stats for the monsters as individuals (THE Dracula, as opposed to generic vampire, for example).
[20:15] <+Catseye> Cryptworld sounds like it hits all of the numbers for what a real horror game should be.
[20:16] <+DanP> Oh, nope not stats like that. I think that would fit better in a published scenario
[20:16] * ~Dan nods
[20:16] <~Dan> Do you offer different varieties of vampire?
[20:17] <+DanP> all the creatures are of a type, not individuals. You can then create individuals based on that. You can use a "generic" one or roll to customize stats
[20:17] <+TimSnider> For giggles though, I posted the Chocolate Vampire to the CW forums earlier today (Chocula)
[20:17] * ~Dan chuckles
[20:18] <+DanP> Nope just one type, but there is variability becasue as they age they gain powers and lose some weaknesses. Other types could certainly come in a supplement
[20:18] <+DanP> yes Chocula the seasonal vamp
[20:18] <+DanP> (done)
[20:18] <+TimSnider> But any THING can be customized by the CM for whatever game he runs.
[20:18] <&Silverlion> Frankenberry!
[20:18] <&Silverlion> :D
[20:19] <+TimSnider> Not to toot my own horn, but CW also comes with an intro adventure to get new players and CMs right into the heart of a game.
[20:19] <~Dan> Seems like there's a lot of variability when it comes to vampires and their undead status; i.e., whether a bitten person just turns directly to a vampire and never really dies, or whether they die and return from the grave, etc... What's the story in that regard with your vamps?
[20:20] <+DanP> They have to die from a bite
[20:20] * ~Dan nods
[20:21] <~Dan> And are your werewolves "wolfmen" or "full wolf" types?
[20:21] <+TimSnider> It also depends on CM caveat. If I don't want that drained corpse to become a vamp in my game, then it's yet another victim.
[20:21] <+DanP> There is also a revenant, which isn't technically a vamp but has some similarities
[20:21] <~Dan> (Or "monster wolf", I suppose.)
[20:21] <+jcftao> Are CW, Rotworld, Majus compatible?
[20:21] <+Brian-2d6Feet> The zombies / zombie system from RotWorld is fully compatible, yes?
[20:21] <+DanP> The werewolves can assume a man-wold form (think the howling) and also a straight wolf form
[20:21] <~Dan> (Oh, and welcome to #rpgnet, jcftao! Sorry, almost forgot. :) )
[20:21] <+TimSnider> All Pacesetter games are compatable with all Pacesetter games. It's one of the major plusses of the system.
[20:22] <+DanP> yep all compatible
[20:22] <+TimSnider> So you can run time-travelling magicians fighting mummies!
[20:22] <+DanP> YES
[20:22] <+jcftao> nice!
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[20:22] <+TimSnider> ZOMBIE mummies!
[20:22] <~Dan> What is Majus like, if you wouldn't consider that too much of a sidetrack?
[20:23] <+DanP> Majus is a magic noir, modern setting. It also has some monsters in it you could use with CW for a different flavor. Majus is more a game of intrigue.
[20:24] <~Dan> What sort of magic system does it feature?
[20:24] <+DanP> You can be a member of a "Tower," or cabal, group with certain motivations, or a renegade on your own. It is a struggle for a magical goal that can actually be customized.
[20:25] <+DanP> It uses a magic system that is almost a hybrid of the skill system and the paranormal talent system. Michael Curtis did a great job with it. Your powers increase as skill rank does.
[20:26] <+jcftao> Can you address character advancement in CW?
[20:26] <+DanP> So in other words you have skill level, but also there are three ranks and the magnitude of what you can do changes
[20:27] <+DanP> Yes character advancement works by spending experience points to increase skills, abilities, and paranormal talents in game if they are used, or buy new skills etc.
[20:27] <+TimSnider> jcftao, the THINGS do have an expereince point "reward" if defeated, which can then be turned into skill increases and such.
[20:27] <+DanP> and defeated does not only mean killing
[20:27] <+DanP> (done)
[20:28] <+jcftao> yes, I recall that in Chill. Do you find granularity in advancement?
[20:28] <+DanP> Not sure what that means.
[20:29] <+jcftao> Do skills go from novice to master? or % increases?
[20:30] <+DanP> Ah, there is a base from stats, as most skills can be used without having the skill. Then it is base +15, or +30, or +55 depending on level (specialist, expert, master)
[20:30] <+DanP> since you can raise abilities skills can go up that way too
[20:31] <+DanP> Looks like the baby is waking, have to run to feed her. Dan is it ok to post a few links?
[20:31] <+DanP> Then I have to go for the night
[20:31] <+jcftao> Thanks!
[20:32] <~Dan> Absolutely, DanP!
[20:33] <+DanP> If you want to know more about Pacesetter in general, here is the Pacesetter info hub: (Link: http://www.pacesetter.us)www.pacesetter.us
[20:33] <+DanP> I also set up a Cryptworld discount especially for people in chat, knocks 2 bucks off the PDF if you want to try it and the link is good through halloween
[20:33] <+DanP> (Link: http://www.rpgnow.com/index.php?discount=39109)http://www.rpgnow.com/index.php?discount=39109
[20:34] <~Dan> Hey, cool!
[20:34] <+jcftao> I sure will
[20:34] <+DanP> Sorry to rush off, thanks for the opportunity to be here
[20:34] <~Dan> Thanks so much for taking the time to chat with us, DanP!
[20:34] <+TimSnider> This has been fun. Thanks folks.
[20:34] <~Dan> Do you need to run as well, TimSnider?
[20:34] <+TimSnider> I can stick around a bit longer.
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[20:35] <+DanP> Thanks everyone!
[20:35] *** ChanServ sets mode +v Skimble
[20:35] <~Dan> Excellent. And I'll have the log posted shortly!
[20:35] <+TimSnider> But I'll defer some Q's to Dan, of course.
[20:35] *** DanP has quit IRC: Disintegrated: (Link: http://www.mibbit.com)http://www.mibbit.com ajax IRC Client
[20:35] <+TimSnider> DanP, that is.
[20:36] <~Dan> We can call it a night here if you prefer, Tim. Or you could just hang with us. :)
[20:36] <+TimSnider> Let's call it then. Time of death: 9:36 p.m. EST.

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